switch
Jun 8 2008, 6:59 pm
By: vietbeat  

Jun 8 2008, 6:59 pm vietbeat Post #1



how do u set swtichs on and off i dont get it...does anyone know how to do it like the game cat and mice? where when a player dies it turn into a flag then when someone save it..it comes back to live? thanks



None.

Jun 8 2008, 7:04 pm Gigins Post #2



The trigger is like this.
Quote
*Your condition
-------------------
*Set "Whitch1"
To clear it, just do
Quote
*Your condition
-------------------
*Clear "Whitch1"
It's easy, test it a bit, you'll do fine.



None.

Jun 8 2008, 7:13 pm O)FaRTy1billion[MM] Post #3

👻 👾 👽 💪

Quote from vietbeat
does anyone know how to do it like the game cat and mice? where when a player dies it turn into a flag then when someone save it..it comes back to live? thanks
If you want it to spawn in the middle, just do a location there. If you want it to spawn where the unit died, you need to constnatly move a location on it.

Mouse is whichever unit you choose to be a mouse.
Flags is whichever location you choose to be the area for flags.

CONDTIONS:
- Current Player has suffered At Least 1 death of Mouse.
ACTIONS:
- Modify death counts for Current Player: Set to 0 for Mouse.
// Kill units, remove things, etc.
- Create 1 Flag for Current Player at Flags.
- Preserve Trigger.

CONDITIONS:
- Force n brings At Least 1 Mouse to Flags.
- Current Player brings At Least 1 Flag to Flags.
ACTIONS:
- Remove All Flag for Current Player at Flags.
- Create 1 Mouse at Flags for Current Player.
// Display text, whatever.
- Preserve Trigger.



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Jun 9 2008, 2:19 am vietbeat Post #4



aite im gonna test it right now... thanks but wat does switch do tho?



None.

Jun 9 2008, 2:34 am Vi3t-X Post #5



The name explains itself. It "switches" triggers into functionality or not.



None.

Jun 9 2008, 2:52 am vietbeat Post #6



so switch set is on and switch clear is off?



None.

Jun 9 2008, 3:00 am Vi3t-X Post #7



To set something is to enable, and to clear is to disable. So therefore, yes.



None.

Jun 9 2008, 3:31 am vietbeat Post #8



aite got you thanks



None.

Jun 9 2008, 4:02 am Falkoner Post #9



Here's a tutorial with just about every use for a switch, their most useful in randomization, but their great when something is global for all players, and it has one of two values, if it has more values, or it varies between players, the best thing to use are Death Counts.



None.

Jun 9 2008, 4:06 am Gigins Post #10



Quote from vietbeat
aite im gonna test it right now... thanks but wat does switch do tho?
Quote from Vi3t-X
The name explains itself. It "switches" triggers into functionality or not.
Quote from vietbeat
so switch set is on and switch clear is off?
Quote from Vi3t-X
To set something is to enable, and to clear is to disable. So therefore, yes.
You can use switch as a condition for something to happen.
Quote
*"Switch1" is set
--------------------------------
*Your action




None.

Jun 9 2008, 6:32 pm vietbeat Post #11



aite thanks for the help im test a few and see how it goes...



None.

Jun 9 2008, 9:40 pm vietbeat Post #12



this is wat i put and its not working

condition:
current player commands at least 0 probe
player1 is cleared
action:
kill all men for current player
kill all building for current player
create 1 flag at saved for current player
wait 1500 milisec
perserve trigger
set player 1

condition:
player 1 commands at least 1 flag
mice bring at least 1 probe to saved
player 1 is set
action:
create 1 probe at saved for current player
remove 1 flag for current player at saved
clear player1
create 1 chooser at chooser for current player apply properties
perser trigger

so wat am im doing wrong?



None.

Jun 9 2008, 9:41 pm Falkoner Post #13



Do you have any other waits being used in your map?



None.

Jun 9 2008, 10:00 pm vietbeat Post #14



wat are waits? the mili second thingy? i got a clocktimer at 60 sec and the rest is for saving...when they in their capture thats about it



None.

Jun 9 2008, 10:03 pm Vi3t-X Post #15



"Wait" x seconds
Initiate Next Trigger.



None.

Jun 9 2008, 10:15 pm Falkoner Post #16



If you are using any more of the millisecond waits at the same time as that wait, you get what we call Wait Blocks, where one wait has to wait for the others to finish before it can go. HyperTriggers can also cause this problem.



None.

Jun 9 2008, 10:31 pm vietbeat Post #17



i dont have hypertriggers how can i initiate next trigger? im only using millisecond 3 time for the probes...is that alot?



None.

Jun 9 2008, 11:04 pm SiN Post #18



yeah that can cause a wait block.

why exactly are you using waits?


oh and just something I noticed in your second trigger
In the conditions you said:
"mice bring at least 1 probe to saved"

I'm assuming that 'mice' is one of the forces.
Now i'm not sure if i'm correct but under this condition doesnt every person in the force have to bring at least 1 probe to the location in order for it to execute?



None.

Jun 10 2008, 7:52 pm vietbeat Post #19



i put the waits cause in the maps from other cat and mice games they put it lol... yeah mice is a force...are u sure all players in a force have to bring it? when i check jungle/dersert/fireworl and winter they just put force mouse thats it...



None.

Jun 10 2008, 7:58 pm Falkoner Post #20



No, the entire force does not have to bring it... People seem to be seriously confused about how forces work in actions and conditions..

Anyway, try replacing your waits with Death Count Timers.



None.

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