Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Bound Switch Problem
Bound Switch Problem
Mar 9 2008, 12:06 am
By: PeNgUiN-  

Mar 9 2008, 12:06 am PeNgUiN- Post #1



on my bound when i do switch 2 and stop switch 1, switch 1 wont stop and it keeps going which screws up the bound entirely plz help



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Mar 9 2008, 12:21 am who Post #2



clear the level switch after the level is done...



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Mar 9 2008, 1:56 am Falkoner Post #3



I assume you are using waits for the bound, it won't stop until all the waits have run through. Use Death Counts if you want to get rid of it.



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Mar 9 2008, 10:37 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

Pls be exact when speaking about triggers and switches.
You can clear/set switches, but you can only stop a trigger (from RErunning by making its condition false, e.g. clear a switch).
You cannot interrupt a trigger when it has already fired. You'll have to wait until all actions have been executed.
Falk suggested to divide your bound triggers into small fragments and fire them depending on a death counter.
That way you can stop any obstacle literally instantly by modifying the death counter.




Mar 9 2008, 11:47 am Roy Post #5

An artist's depiction of an Extended Unit Death

Or you can alternate players who own the obstacle triggers :P

Example: Player 7 owns "level 1" triggers, Player 8 owns "level 2" triggers, Player 7 owns "level 3" triggers, Player 8 owns "level 4" triggers, and so on.

It's easier if you don't want to divide your levels and use death counts (Although death counters > waits).

No way! It's Penguin! Come on, I thought you knew how to make switches work! You were a higher rank than me back in wLTb...




Mar 9 2008, 11:56 am who Post #6



Death counts are annoying to use in bounds imo.
however you could have a death counter cycling from 1-10 with just 1 wait required, and depending on the level, it will do a certain obstacle.

Post has been edited 1 time(s), last time on Mar 10 2008, 2:11 am by someone09.



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Mar 9 2008, 3:20 pm PeNgUiN- Post #7



i did the same switch thing i did on all my bounds so ima try what u guys said



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Mar 9 2008, 9:53 pm Shook1(ConFed) Post #8



Okay what force///player do you have the bound triggers on? You need to be specific with triggers as someone already said.



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Mar 9 2008, 11:30 pm Falkoner Post #9



Well, a method that I think works best, is a mix of death counts and waits, you split it into sections, but rather than using the death count for the timing, you use it for what step is running, so you run that step, Wait X, Add 1 to Death Count, then if that death count is X, run step X, it allows you to stop the bound immediately.



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Mar 10 2008, 2:10 am who Post #10



that's exactly what I suggested earlier



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Mar 10 2008, 2:10 am who Post #11



woops, delete



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