64 isn't enough
Nov 7 2007, 1:17 am
By: blacklight28  

Nov 7 2007, 1:17 am blacklight28 Post #1



64 actions per trigger isn't enough for my bound, is there any way to get more or an easier way to make bounds?



None.

Nov 7 2007, 1:29 am chuiu Post #2



Most bounds use multiple triggers per obstacle. Just continue the set of actions from one trigger to another by setting a switch.

eg:

action.
action.
action.
set switch 1.
preserve trigger.

conditions:
switch 1 is set.

actions:
action.
etc...



None.

Nov 7 2007, 1:36 am Falkoner Post #3



Chuiu solved it, but here's a more detailed tutorial if you need it:

http://doodle77.dyndns.org/tutorials.php?id=187



None.

Nov 7 2007, 6:27 am blacklight28 Post #4



I'm using the switches to activate the bounds. :(.



None.

Nov 7 2007, 6:43 am Falkoner Post #5



Then use Death Counts.



None.

Nov 7 2007, 6:44 am ClansAreForGays Post #6



:|, nvm




Nov 7 2007, 12:56 pm NudeRaider Post #7

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 blacklight28
I'm using the switches to activate the bounds. :(.
So? Then you already know how to use them.
Use a 2nd switch like this:

Switch "Bound1" is Set
Actions...
Set Switch "Bound1,2"
Clear Switch "Bound1"

Switch "Bound1,2" is Set
Actions...
Set Switch "Bound1"
Clear Switch "Bound1,2"




Nov 8 2007, 9:26 pm Jamescoolman Post #8



so what if your already using switches to start levels :|
somehow.. i don't think your gonna have anymore then 50ish levels ¬_¬ still leaves like 200 switches :|



None.

Nov 8 2007, 10:47 pm Ahli Post #9

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

then use death counts as switches to link the 2 triggers to run them after each other....

use 'set deaths of [any unit which cannot die in your map for that player] for current player to 1', instead of 'set switch 1'
and use the fitting condition (current player has exactly 1 death of [that unit you chosed]).




Nov 9 2007, 1:59 am XGuy Post #10



What I used to do a long time ago is use minerals. Just use "x" minerals as a condition along with your switches. On the next trigger set it to "x+1" etc. It's not really an efficient way, but it looks like your having trouble understanding the other strategies, and this is a good simple way to do it.



None.

Nov 27 2007, 1:40 am GuN_Solar90 Post #11



Maybe someone should let Blizzard know our demands for StarCraft II. The new technology and whatnot we should have a mass capacity of at least 100 triggers per second active. Does anybody really use the max trigger amount? I've never even come close I enjoy making campaign maps like Panzer Kavalier (wherever he is). I can't even image the tedious time it must take to use up all those trigger formations.



None.

Nov 27 2007, 2:25 am Vrael Post #12



Conditions:
Current Player has suffered exactly 1 deaths of [unit].
Other required Conditions

Actions:
Actions 1-64

Conditions:
Current Player has suffered exactly 1 deaths of [unit]
Other Required Conditions

Actions:
65-128

When the players beat a level simply add 1 to the death counter and do the next level triggers, and make sure you order these triggers one after another, since starcraft does in fact read triggers in order from top to bottom.



None.

Nov 27 2007, 2:53 am NudeRaider Post #13

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 Vrael
Conditions:
Current Player has suffered exactly 1 deaths of [unit].
Other required Conditions

Actions:
Actions 1-64

Conditions:
Current Player has suffered exactly 1 deaths of [unit]
Other Required Conditions

Actions:
65-128

When the players beat a level simply add 1 to the death counter and do the next level triggers, and make sure you order these triggers one after another, since starcraft does in fact read triggers in order from top to bottom.
That works only for triggers without waits.
But since usually every bound uses waits for the timing your suggestion doesn't apply here.




Nov 27 2007, 5:44 am Roy Post #14

An artist's depiction of an Extended Unit Death

Quote from GuN_Solar90
Maybe someone should let Blizzard know our demands for StarCraft II. The new technology and whatnot we should have a mass capacity of at least 100 triggers per second active. Does anybody really use the max trigger amount? I've never even come close I enjoy making campaign maps like Panzer Kavalier (wherever he is). I can't even image the tedious time it must take to use up all those trigger formations.
You have gained a level in necromancy.




Dec 3 2007, 3:52 pm Cloaked-Dragon Post #15



I figured out the switch method by myself without tutorials or help.
Man I'm smart :)



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
Please log in to shout.


Members Online: Zycorax