Anybody understand me?
THE SYSTEMS IS WORKING FINE, THE SYSTEMS IS GOOD.
*sigh* We PERFECTLY understand that part. No need to repeat this EVERY post.
OK NudeRider. BUT If current player is P1, because the triggers of p1 is checked first, P1 will be the only capable of "feel" the actions of the triggers. Because when the check arrives P2's triggers, the swith "teleport" will be already cleared.
If player 4 SET the Switch, the conditions for the trigger of P1 are OK, for P2, are OK, for all Players are OK, SO ¿Why only this trigger run for the player who activated the Switch in another trigger?
Ahli said it, even YOU said it: The switch is cleared before another player has the chance to run his copy of the trigger (remember, SC CREATES COPIES OF THE TRIGGERS WHEN THE GAME STARTS WHEN A TRIGGER IS OWNED BY A FORCE).
I understand what means Current Players, I understand what means put a trigger owned by a force or each player of the force
Maybe you don't understand the ingame mechanics: The triggers are checked player-by-player. That means, P4 can run a trigger owned by the whole force, but in this same trigger he makes the condition(s) untrue (e.g. by clearing a switch). So the other players, whose triggers are executed later, maybe in another trigger loop, DON'T have the condition true anymore and won't run (EVEN WHEN YOU LET IT BE OWNED BY THE WHOLE FORCE!).
So i only dont understand why this system works fine.
We already explained quite detailed why it works, but you don't seem to accept any explanation. (makes me wonder if you understand what you are told)
You should tell us what you would expect to happen exactly. When we know which part you didn't understand we can explain that specifically.
Maybe you learn better through examples. Fictional events and the chain of reactions forced by triggers:
L# = number of trigger Loops that have passed since the event,
P# = number of the current Player,
T# = the active Trigger (1 = check for Zergling and set switch, 2 = check for switch and random A, 2 = check for switch and random B),
C# = the #th Condition is runningInitial state: "Teleport 1" not occupied, Switch "Teleport Activated" is cleared, Random Option is A
Event: P3 brings a Zergling to the beacon at "Teleport 1"
L1, P1, T1, C1: ? P1 brings at least 1 Zergling to "Teleport 1" --> NO, next trigger
L1, P1,
T2, C1: ? "Teleport Activated" is set --> NO, next trigger
L1, P1,
T3, C1: ? "Teleport Activated" is set --> NO, all triggers for P1 checked --> next Player
L1,
P2, T1, C1: ? P2 brings at least 1 Zergling to "Teleport 1" --> NO, next trigger
L1, P2,
T2, C1: ? "Teleport Activated" is set --> NO, next trigger
L1, P2,
T3, C1: ? "Teleport Activated" is set --> NO, all triggers for P1 checked --> next Player
L1,
P3, T1, C1: ? P3 brings at least 1 Zergling to "Teleport 1" --> YES, no other condition --> execute actions:
Change condition state: SET "Teleport Activated"
--> no actions left, next trigger
L1, P3,
T2, C1: ? "Teleport Activated" is set --> YES, next condition:
L1, P3, T2,
C2: ? Random option is A --> YES, no other condition --> execute actions:
Change condition state: CLEAR "Teleport Activated"
Change condition state: Move Zergling of P3 to Out1other actions: Message, Center view, minimap ping, etc..
--> no actions left, no triggers left, no players left --> wait for next trigger loop
L2, P1, T1, C1: ? P1 brings at least 1 Zergling to "Teleport 1" --> NO, next trigger
... etc.
Nothing will happen anymore (until the next event).
The
2 orange actions made the conditions untrue until the next player would step upon the beacon at "Teleport 1".
But here's another example (changes to the upper case in
green):
Initial state: "Teleport 1" not occupied, Switch "Teleport Activated" is cleared, Random Option is
BEvent: P1 brings a Zergling to the beacon at "Teleport 1"
L1, P1, T1, C1: ? P1 brings at least 1 Zergling to "Teleport 1" --> YES, no other condition --> execute actions:
Change condition state: SET "Teleport Activated"
--> no actions left, next trigger
L1, P1,
T2, C1: ? "Teleport Activated" is set --> YES, next condition:
L1, P1, T2,
C2: ? Random option is A --> NO, next trigger:
L1, P1,
T3, C1: ? "Teleport Activated" is set --> YES, next condition:
L1, P1, T3,
C2: ? Random option is B --> YES, no other condition --> execute actions:
Change condition state: CLEAR "Teleport Activated"
Change condition state: Move Zergling of P3 to Out1other actions: Message, Center view, minimap ping, etc..
--> no actions left, no triggers left, next player
L1, P2, T1, C1: ? P1 brings at least 1 Zergling to "Teleport 1" --> NO, next trigger
... etc.
Nothing will happen anymore (until the next event).
You should see that by clearing the switch AND moving the zergling the other players never get any chance to run their triggers because the conditions are made untrue.
I REALLY hope that helps you.......
Post has been edited 1 time(s), last time on Apr 29 2008, 5:08 pm by NudeRaider.