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



None.

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



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



None.

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.



None.

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.



None.

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



None.

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.



None.

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.



None.

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



that's exactly what I suggested earlier



None.

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



woops, delete



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 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
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
Please log in to shout.


Members Online: Heinermann, Ultraviolet