Gate Control
Jun 21 2008, 5:44 pm
By: noob4life  

Jun 21 2008, 5:44 pm noob4life Post #1



how do i set a trigger for lowering gates... and keeping them up when i want them too. so like they have to kill something before the gate goes down... can someone tell me what i have to do to make it work...



None.

Jun 21 2008, 5:51 pm Falkoner Post #2



Disabling the doodad state of a door will make it go down, enabling it will make it go up, it's that simple.



None.

Jun 21 2008, 6:53 pm y10k Post #3



All players bring at least 1 men to gate / disable doodad state for anyunit for P12 at gate.
All players bring at most 0 men to gate / enable doodad state for anyunit for P12 at gate.



None.

Jun 21 2008, 7:08 pm Kaias Post #4



Quote from y10k
All players bring at least 1 men to gate / disable doodad state for anyunit for P12 at gate.
And the condition for having killed the unit you want before it opens.



None.

Jun 21 2008, 7:18 pm y10k Post #5



ok nothing, it is just too late.



None.

Jun 21 2008, 11:15 pm Brontobyte Post #6



Triggers:

Trigger("All players"){
Conditions:
Score("Current Player", Kills, At least, 1);
Bring("Current Player", "Men", "Gate", At least, 1);

Actions:
Set Score("Current Player", Set To, 0, Kills);
Set Doodad State("All players", "Right Upper Level Door", "Gate", disabled);
Preserve Trigger();
Comment("Open");
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
Bring("Current Player", "Men", "Gate", Exactly, 0);

Actions:
Set Doodad State("All players", "Right Upper Level Door", "Gate", enabled);
Preserve Trigger();
Comment("Close");
}

//-----------------------------------------------------------------//

Where it says "Right Upper Level Door", you can just switch that out for the exact name of the doodad you want to have.



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[2026-7-18. : 2:27 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
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[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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