Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Need Help With Stopping Triggers Midway
[SOLVED] Need Help With Stopping Triggers Midway
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Aug 14 2012, 12:14 am
By: Radical924
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Aug 14 2012, 12:14 am Radical924 Post #1



Okay this sounds simple but in reality I think it's very complicated. I am wanting to replicate the game loss timer in Halo Wars. Basically I want a player to be given 1 minute to defeat if all there buildings are destroyed yet they have units left. In this 1 minute I want the player to be able to stop the "game loss timer" if they either build a building or start to build a building. I would also like this "timer" to continue if the building is either destroyed or they make no attempt to build a new building.

So far I have it so the player will be given text notification at 1min to defeat 30 secs, 10, 5, 4, 3, 2, ,and 1 and they will be defeated. Yet I can't seem to get the trigger to stop if they build a building.

So all in all

How do I make a trigger stop midway but remain active all game so if the conditions are right again the trigger reactivates ?

Here is my the trigger:

http://i964.photobucket.com/albums/ae122/Radical924/GameLossTimerHaloWarsTrigger.png



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Aug 14 2012, 12:18 am Biophysicist Post #2



First, you should get SCMDraft.

Second, you're going to want hyper triggers and DCs. Hyper triggers are a set of four triggers almost all maps have; each consists of nothing but 63 waits and a preserve trigger, which for complicated reasons makes all triggers run much faster, with 12 hyper trigger cycles approximately equaling one second, iirc. DCs are when you use the Set Deaths action and the Deaths condition to store information in a "death count", with things like Terran Beacon deaths being commonly used.



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Aug 14 2012, 12:23 am Azrael Post #3



I would also suggest downloading and using SCMDraft2 instead.

http://www.staredit.net/topic/8307/

The reason that your trigger isn't working is because once a trigger starts, it keeps going until it finishes, even if the conditions change.

Post has been edited 2 time(s), last time on Aug 14 2012, 1:11 am by Azrael.




Aug 14 2012, 12:27 am Roy Post #4

An artist's depiction of an Extended Unit Death

Don't use waits. Use Death Counters.

12 Deaths ~ 1 second (with hyper triggers)

Sample Implementation

If you don't want the countdown to reset, do not preserve the first trigger.




Aug 14 2012, 12:30 am Azrael Post #5



It should be 715 for the number of death counts.

Post has been edited 1 time(s), last time on Aug 14 2012, 12:52 am by Azrael.




Aug 14 2012, 12:31 am Radical924 Post #6



I have a hyper trigger system in place along with SCM Draft. I'm not as familiar with SCM Draft so I only use it for terrain forming.

If you can make me the trigger and post the image it would be great. Here are the parameters:

When all buildings die a 1min countdown timer is put in place.
If a building is built or being built the loss timer pauses.
If a building is successfully built then the loss timer is aborted
This loss timer can be activated more than once for each player at any time of the game.



None.

Aug 14 2012, 12:33 am Roy Post #7

An artist's depiction of an Extended Unit Death

Quote from Radical924
If you can make me the trigger and post the image it would be great. Here are the parameters:

When all buildings die a 1min countdown timer is put in place.
If a building is built or being built the loss timer pauses.
If a building is successfully built then the loss timer is aborted
This loss timer can be activated more than once for each player at any time of the game.
If the timer pauses and doesn't ever reset, use my implementation sans the preserve in the first trigger. This does achieve the exact effect you want.

Quote from Azrael
Also, it should be 715 for the number of death counts.
It actually depends on the game speed, and there's no need to make it more complicated by using fractions, in my opinion.

Post has been edited 1 time(s), last time on Aug 14 2012, 12:50 am by Roy.




Aug 14 2012, 12:44 am Azrael Post #8



Quote from Roy
It actually depends on the game speed

We all play on Fastest, come on now :P

Quote from Roy
there's no need to make it more complicated by using fractions, in my opinion.

I didn't give him any fractions, just the right answer to his question :awesome:

Of course there is a need to use fractions if you want the correct result. You were off by over half a second!

Post has been edited 1 time(s), last time on Aug 14 2012, 12:52 am by Azrael.




Aug 14 2012, 12:54 am Roy Post #9

An artist's depiction of an Extended Unit Death

Sorry, Azrael confused me for a bit in the Shoutbox. This is the correct answer:
Quote from Roy
Sample Implementation
(You can adjust the actual deaths if you want to be more accurate; it's just a sample implementation. Also, the "Commands at least 1 [Men]" isn't needed; I only included it because it was part of your original trigger.)

The reason why this works:

"At Least" and "Exactly" do not detect incomplete buildings, so the timer will not reset until a building is COMPLETE.
"At Most" does detect incomplete buildings, so the timer will pause when a building is being CONSTRUCTED.

Therefore, the timer will only count down when the player has no buildings and is not making any buildings. The countdown will pause when the player has no buildings but is currently making a building. The countdown will reset when the player has at least 1 building.

That is the effect you want, correct?

Post has been edited 1 time(s), last time on Aug 14 2012, 1:04 am by Roy.




Aug 14 2012, 2:02 am Azrael Post #10



Quote from Radical924
I'm not as familiar with SCM Draft so I only use it for terrain forming.

You don't get familiar with something by not using it.

Here is the system as Roy described it, in actual trigger form. Just copy these directly into SCMDraft2 and compile.

Triggers





Aug 14 2012, 2:44 am Radical924 Post #11



I have alot of other triggers in the game normally so hopefully this won't affect them. Also how do I add these new triggers to a map that already contains triggers?

Post has been edited 2 time(s), last time on Aug 14 2012, 2:50 am by Radical924.



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Aug 14 2012, 2:50 am Roy Post #12

An artist's depiction of an Extended Unit Death

It won't conflict with your existing game countdown timer.

To compile, press the button with a blue diamond and checkmark (should be the last button on the text trigger editor window). It should say "Error on line ####: Started! Error on line ####: Done!" if it compiles properly (they aren't really errors).

Post has been edited 1 time(s), last time on Aug 14 2012, 3:03 am by Roy.




Aug 14 2012, 2:55 am Radical924 Post #13



Alright thank you for the help I will test the triggers out and tell you if it worked... I still have absolutely no clue what your triggers mean though sadly lol



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Aug 14 2012, 4:01 am Radical924 Post #14



Sorry How many hyper triggers do I need and which player (s) do I put the hyper trigger with? Currently I have 1 hyper trigger on player 9 then 10 then 11 and then Neutral.



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Aug 14 2012, 4:08 am staxx Post #15



What is it you're confused about?

If its the Death counts, think of them as your timer. Every cycle of your triggers 1 Cave-in will be subtracted. Which if you're using hyper triggers you will have approximately 12 trigger cycles per second.

As for Hyper triggers you place them on the last player thats playing on your map, or you could place them under "all players" the choice is yours.



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Aug 14 2012, 4:14 am Azrael Post #16



Your second force is named CPU, don't you have a computer player? Give all 4 hypers to that player.

The player just needs to always be in the game, so a computer is the most effective choice.

If you have no computer/required player, then just give them to All Players.

As a side note, you should be using death counts for timers, not wait actions.




Aug 14 2012, 4:40 am Sacrieur Post #17

Still Napping

Why doesn't he just use a countdown timer? It even has a pause action.



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Aug 14 2012, 5:05 am Lanthanide Post #18



Countdown timer is global for all players. If there are 3+ players in the game you need to independently determine when one of them should lose, so countdown timer won't work.



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Aug 14 2012, 5:08 am Azrael Post #19



In the shoutbox, he was suggesting including a unique EUD condition so it would only set the countdown timer on a per-player basis. I'm not sure if changing the countdown timer for only one player will cause them to desync, though.




Aug 14 2012, 6:10 am Radical924 Post #20



idk what u mean by EUD but anyways I tried Azrael/Roy's Trigger system and instead of giving 1min for the player who loses all buildings the trigger loops and never counts down. It stops looping when I build a building...

I know it loops because I added a play wav when current player controls at least 1 unit and at most 0 buildings AND the wav play s over and over and over again


Also when I say countdown timer I mean showing text that says how many seconds are left.

I have it like this because I don't want the countdown timer to change for all players.


FInally I don't know how to make hypertriggers using death counters how do I ?

Sadly my audio files aren't compressing in the starcraft editor is there a way to fix this?

Sorry for the "extra" issues....

Post has been edited 3 time(s), last time on Aug 14 2012, 7:20 am by Radical924.



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