Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: alot of triggers need to cycle
alot of triggers need to cycle
Dec 10 2007, 12:07 am
By: LoveMeleemaps  

Dec 10 2007, 12:07 am LoveMeleemaps Post #1



ok my freind and i are building a map. no switchs atm but how would we go about cycling the triggers over once a certain action has been done?
we have about 200 diffrent triggers any help would be apperciated.



None.

Dec 10 2007, 12:26 am NudeRaider Post #2

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

You mean 200 different triggers looped? -> use preserve on each

You mean 200 similar triggers easily created? -> use the text based trigger editor of ScmDraft 2

You mean 200 triggers which form a huge chain? -> use a death counter which is counted up by 1 every trigger




Dec 10 2007, 12:52 am LoveMeleemaps Post #3



You mean 200 different triggers looped? -> use preserve on each

if i do it that way then it spawn create units for some

You mean 200 similar triggers easily created? -> use the text based trigger editor of ScmDraft 2
no i don't think so

You mean 200 similar triggers easily created? -> use the text based trigger editor of ScmDraft 2
how do you do this, this might be what we are looking for



None.

Dec 10 2007, 12:53 am LoveMeleemaps Post #4



ok this is how we got it
pretend its like tic tac toe and after all the triggers we want to loop all the way back to the first trigger and start thema ll over again

so we have the end of tic tac toe but now can't create no x's or o's



None.

Dec 10 2007, 1:04 am Falkoner Post #5



This is what normally happens, if you add a preserve trigger, just clear one of the conditions until you want it to run again, and when you want it to run again, just make those conditions true again.



None.

Dec 10 2007, 1:12 am NudeRaider Post #6

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 LoveMeleemaps
ok this is how we got it
pretend its like tic tac toe and after all the triggers we want to loop all the way back to the first trigger and start thema ll over again
Ok Looping a chain of triggers with a death counter (dc):
Trigger1:
Conditions:
Current Player has suffered exactly 0 deaths of COUNTER (=dc)
Actions:
<actions>
set deaths of COUNTER for Current Player to 1
preserve

Trigger2:
Conditions:
Current Player has suffered exactly 1 deaths of COUNTER (=dc)
Actions:
<actions>
set deaths of COUNTER for Current Player to 2
preserve

... repeat this using the text based trigger editor of ScmDraft 2.

Trigger200:
Conditions:
Current Player has suffered exactly 199 deaths of COUNTER (=dc)
Actions:
<actions>
set deaths of COUNTER for Current Player to 0
preserve

Set it to 200 if you dont want to loop right away. In this case have another trigger set the dc to 0 whenever you want to restart.


Quote from LoveMeleemaps
so we have the end of tic tac toe but now can't create no x's or o's
maybe deleting the x's and o's will help?




Dec 10 2007, 3:54 am Moose Post #7

meme

Triggers are always running continuously at a 2 game second interval. You don't have to do anything to tell them to start running again besides wait. If you want that time reduced, use hyper triggers.




Dec 10 2007, 7:09 am ZugZugZealot Post #8



Quote from NudeRaider
Quote from LoveMeleemaps
ok this is how we got it
pretend its like tic tac toe and after all the triggers we want to loop all the way back to the first trigger and start thema ll over again
Ok Looping a chain of triggers with a death counter (dc):
Trigger1:
Conditions:
Current Player has suffered exactly 0 deaths of COUNTER (=dc)
Actions:
<actions>
set deaths of COUNTER for Current Player to 1
preserve

Trigger2:
Conditions:
Current Player has suffered exactly 1 deaths of COUNTER (=dc)
Actions:
<actions>
set deaths of COUNTER for Current Player to 2
preserve

... repeat this using the text based trigger editor of ScmDraft 2.

Trigger200:
Conditions:
Current Player has suffered exactly 199 deaths of COUNTER (=dc)
Actions:
<actions>
set deaths of COUNTER for Current Player to 0
preserve

Set it to 200 if you dont want to loop right away. In this case have another trigger set the dc to 0 whenever you want to restart.

To lessen the map making work of this would be...

Template:
Conditions:
<Choice Player> has suffered exactly 0 deaths of <Death Counter Unit>.
Actions:
<Actions>
Modify death counts for <Choice Player>: Add 1 for <Death Counter Unit>.
Preserve Trigger.

Copy the "Template Trigger," then edit the first "Template Trigger" to...

Trigger 1
Conditions:
<Choice Player> has suffered exactly 0 deaths of <Death Counter Unit>.
<Conditions>
Actions:
<Actions>
Modify death counts for <Choice Player>: Add 1 for <Death Counter Unit>.
Preserve Trigger.

Copy then edit Template trigger below Trigger 1

Trigger 2
Conditions:
<Choice Player> has suffered exactly 1 deaths of <Death Counter Unit>.
<Conditions>
Actions:
<Actions>
Modify death counts for <Choice Player>: Add 1 for <Death Counter Unit>.
Preserve Trigger.

Repeat the process, after Trigger 199 is done, then edit and not copy Template Trigger below 199

Trigger 200
Conditions:
<Choice Player> has suffered exactly 199 deaths of <Death Counter Unit>.
<Conditions>
Actions:
<Actions>
Modify death counts for <Choice Player>: Set to 0 for <Death Counter Unit>.
Preserve Trigger.

200 triggers is a lot to do the same proceedure over and over, so taking whatever viable shortcuts is very nice.



None.

Dec 12 2007, 4:45 am LoveMeleemaps Post #9



is their a editor that will post those triggers in automaticly which i dought lol because i rlly don't wanna go through each trigger and do it all over again.

if so what editor and how do u use it?



None.

Dec 12 2007, 9:18 am NudeRaider Post #10

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

Text Trigger Duplicator
Version 1.2
This program duplicates triggers in the form of text to be used in SCMdraft's trigedit. Created by devilesk.
http://www.maplantis.org/storage/files/texttrigdupe.zip

Trigger Duplicator
Version 0.95c
Allows you to quickly create a series of triggers with the use of variables. Created by MindArchon.
http://www.maplantis.org/storage/files/triggerduplicator.zip




Dec 13 2007, 7:32 am LoveMeleemaps Post #11



hmm u think those would just put triggers in each trigger already?



None.

Dec 13 2007, 12:06 pm NudeRaider Post #12

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 LoveMeleemaps
hmm u think those would just put triggers in each trigger already?
I don't think anything. I have never used any of those progs because I never had SO many similar triggers to set up.
And for 10 similar triggers I always used the text based trig edit of ScmD 2. Worked fine and efficient for me.

Just try the programs, and you'll see which suits your case best. The only thing I can tell from the description is that devilesk's prog seems to create a text file which you can copy and paste into ScmD's text trig editor.




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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
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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]
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[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
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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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