Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Where to put triggers
Where to put triggers
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Apr 2 2010, 5:38 am
By: XGenesis  

Apr 2 2010, 5:38 am XGenesis Post #1



Im making a map that has an intro where you choose which race you want to be (custom races). I put all the players in Force 1 and used a "Display message" for an action. If there is more than one player in the force, will the trigger run more than once? Sorry for such a noobie question, but I can't test it right now. Also, I tried putting the triggers in "Current Player", but some triggers failed to run. Is there a better "place" to put the triggers? (there are four players by the way)



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Apr 2 2010, 7:04 am ProtoTank Post #2



Give the triggers individually to each player, and if you can use "Current Player" in your triggers (its just convenient). Also, the trigger (in order to operate for a current player) must belong to the player.

Make sure that in your "forces" menu you have unchecked "Randomize start locations"



I'm only here because they patched SC1 and made it free.

Apr 2 2010, 7:15 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

Triggers work like this:
Each player has their own copy of triggers. All Players and forces are translated into one trigger per player (so if you have an all players trigger that doesn't have a preserve trigger on it, it can run up to 8 times). First, Player 1 runs all his triggers in the order of the triggers, with any triggers from All Players or his force considered to be owned by him. Then Player 2 runs all his triggers in the same fashion, regardless of whether or not all of player 2's triggers are before player 1 in the trigger list. Repeat for the rest of the players.

In the case of "Display Message", it only works for current player, so if player 1 runs the display trigger first, then the action makes it so that the trigger won't run again, only player 1 will see the display text, and it won't run for the rest of the players. If the condition is true for all players, then it will be displayed up to 8 times in one trigger cycle, each on different players' computers (each individual person will only see the display text once).

The same is not true for other actions, like "create unit". If all 8 players run a create unit trigger, there will be 8 units, and everyone can see those 8 units.

The only legal/working owners of triggers are players 1-8, Force 1-4, and All Players. I'm unsure of the (non) allied victory players, but I doubt it. Note that conditions and actions can use the extra players just fine.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 2 2010, 8:01 am NudeRaider Post #4

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from rockz
I'm unsure of the (non) allied victory players, but I doubt it. Note that conditions and actions can use the extra players just fine.
Nope. This is a "relative" player statement, each of the players has other players that they share allied victory with so there's no way for sc to determine what player to give it to and it won't even try.
When the map starts there's only players 1-8 as trigger owners because as you already explained the valid "wildcard" players (Forces, All Players) are being separated into specific players (P1-8).




Apr 2 2010, 9:35 pm XGenesis Post #5



Oh good! My main concern was "Display Message" being shown more than once. Thanks! :)



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[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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