Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Switch/Doodad State - Toggle?
Switch/Doodad State - Toggle?
Jun 14 2008, 11:19 pm
By: Tera  

Jun 14 2008, 11:19 pm Tera Post #1



Can I have a sign up for the next game? :)

Can someone give me the links to the previous SeN Mafia games? They were posted in the topic post, but now are removed. I would like to figure out how to play this game.




Post has been edited 5 time(s), last time on Aug 31 2008, 11:41 pm by Tera.



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Jun 14 2008, 11:25 pm Brontobyte Post #2



Why the toggle is simple. The toggle feature you speak of simply sets it one way or the other. If it were the doodad state and it was enabled, if you were to toggle it, it would be disabled. If it was a switch and it was cleared, if you were to toggle it, it would be set. The toggle feature basically changes whatever the current state of the function is. (doodad state/switch) There are a couple of combinations you can have. These combinations are represented by the graph shown below:

Set Doodad State:

Enabled -> Toggled -> Disabled
Disabled -> Toggled -> Enabled

Set Switch:

Set -> Toggled -> Cleared
Cleared -> Toggled -> Set


The only problem that occurs is when you have a regular building/unit that is not disabled/enabled and you directly toggle its doodad state. This is represented by the graph shown below:

Set Doodad State:

Toggled -> Vision -> Crash

If you have vision of a building/unit and you toggle its doodad state, you will crash.

NOTE: ALL OF THAT WHICH IS STATED IN THE ABOVE POST IS NOT FOR DOODADS/WEAPONS



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Jun 14 2008, 11:46 pm O)FaRTy1billion[MM] Post #3

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Quote from Brontobyte
If you have vision of a building/unit and you toggle its doodad state, you will crash.
Uh... No you don't? It acts like normal. Maybe if you preserve it.

Post has been edited 1 time(s), last time on Jun 14 2008, 11:56 pm by FaRTy1billion.



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Jun 15 2008, 12:33 am Falkoner Post #4



The doodad set is generally used for doodads such as traps or doors, disabled = down, or off, and enabled = up, or on, but with extended editors you can also use it to change the state of any unit, and since there is nothing coded for what they are supposed to do when disabled, they will sometimes do odd things, and some may crash.

This tutorial should give you all the information you need about switches, they are most useful when trying to randomize, but they are great for global events that have only 2 states.



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Jun 15 2008, 12:36 am stickynote Post #5



See Falkoner's website for more about disabled states.



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Jun 15 2008, 12:39 am O)FaRTy1billion[MM] Post #6

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Quote from stickynote
See Falkoner's website for more about disabled states.
That is sprites.
Somewhere I put a list of what happens if you disable units while looking at them... I think it's in the wiki.

link
Found it at Maplantis. Someone split it into crashing/non-crashing. :P Except they forgot the unknown/unused units, which crash in the first place.



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Jun 15 2008, 9:20 pm Tera Post #7



Quote from O)FaRTy1billion[MM]
Quote from Brontobyte
If you have vision of a building/unit and you toggle its doodad state, you will crash.
Uh... No you don't? It acts like normal. Maybe if you preserve it.

No, I actually think I know what Brontobyte is talking about. I played a map, along time ago, that featured a crash system when you used map hack. It used a Terran Bunker which had a toggled doodad state, I can't although remember if it was used in conjunction with a preserve trigger or not. Is this what you meant Brontobyte?




Post has been edited 5 time(s), last time on Aug 31 2008, 11:41 pm by Tera.



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Jun 15 2008, 10:12 pm Falkoner Post #8



Yes, but the way he said it he made it sound like ALL cause crashing, when the majority of them do not.



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Jun 15 2008, 10:21 pm Brontobyte Post #9



Quote from Falkoner
Yes, but the way he said it he made it sound like ALL cause crashing, when the majority of them do not.

Quote from Brontobyte
Set Doodad State:

Toggled -> Vision -> Crash

This is the way I said it. If you get confused, I will digest it into something that someone of any mental caliber can understand. :bleh:

When you have a unit set to Toggled Doodad State, it will crash, as far as I know. What I mean by this is that if it is just a regular unit, not effected by some other Set Doodad State trigger (it previously was not disabled/enabled) then it will crash, for the most part. (no I have never tested this)



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Jun 15 2008, 10:30 pm Falkoner Post #10



And that is false... You can often have complete vision and disable units, and there will not be a crash.. Don't make big blanket statements for things like that if you don't know for sure.



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Jun 17 2008, 2:42 am Brontobyte Post #11



Quote from Brontobyte
Quote from Brontobyte
Set Doodad State:

Toggled -> Vision -> Crash

This is the way I said it. If you get confused, I will digest it into something that someone of any mental caliber can understand. :bleh:

When you have a unit set to Toggled Doodad State, it will crash, as far as I know. What I mean by this is that if it is just a regular unit, not effected by some other Set Doodad State trigger (it previously was not disabled/enabled) then it will crash, for the most part. (no I have never tested this)

Quote from Falkoner
And that is false... You can often have complete vision and disable units, and there will not be a crash.. Don't make big blanket statements for things like that if you don't know for sure.

Where in here did I state that if you disable something it will crash?



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Jun 17 2008, 3:03 am Kaias Post #12



Because they are enabled by default, so to toggle it would be the same as disabling.



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Jun 17 2008, 3:06 am Brontobyte Post #13



Quote from Kaias
Because they are enabled by default, so to toggle it would be the same as disabling.

Ok, so create a map and place a Terran Bunker where ever. Make sure that you include a trigger to Toggle with its doodad state. Next make sure you have vision of this. Then simply play and tell me if your game crashed. :rolleyes:



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Jun 17 2008, 4:05 am Falkoner Post #14



I did it. It acted just as if I had disabled it. Bronto, I don't just throw out these statements for the heck of it, I know what will happen, all units start out in an enabled doodad state, if you toggle the unit, it does the opposite of whatever state it is in. And that's the way the cookie crumbles :P



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Jun 17 2008, 4:16 am Brontobyte Post #15



Quote from Falkoner
I did it. It acted just as if I had disabled it. Bronto, I don't just throw out these statements for the heck of it, I know what will happen, all units start out in an enabled doodad state, if you toggle the unit, it does the opposite of whatever state it is in. And that's the way the cookie crumbles :P

I swear I'm not making it up. I played a game before by Wing-of-no-Wing and when you "crashed" your airplane, you were centered over top of a Terran Bunker when a toggled doodad state...



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Jun 17 2008, 4:24 am Falkoner Post #16



And I also swear I'm not making it up, I can show you the map if you really need it..



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Jun 17 2008, 5:04 am O)FaRTy1billion[MM] Post #17

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I already said toggling does nothing unless you preserve it. Try it for yourself. >.>



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EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Jun 17 2008, 12:15 pm Brontobyte Post #18



Quote from O)FaRTy1billion[MM]
I already said toggling does nothing unless you preserve it. Try it for yourself. >.>

Ok, I looked over the map at question and it is toggled with a preserve trigger, but that still makes it crash, so I am sort of right. :bleh:



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Jun 17 2008, 1:06 pm Clokr_ Post #19



Enable and Disable with preserve trigger would have same effect.



?????

Jun 17 2008, 1:11 pm Brontobyte Post #20



Quote from Clokr_
Enable and Disable with preserve trigger would have same effect.

Ok, I'm an idiot then. :lol: So that would mean that if you have a Terran Bunker and you disable it with a preserved trigger, it would basically get disabled, and then disabled from that state, numerous times... I see now. :D



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