Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: what do switches do?
what do switches do?
Sep 23 2008, 1:50 pm
By: NaDa  

Sep 23 2008, 1:50 pm NaDa Post #1



i know they obiously turn things on or off but i can never get them to work



None.

Sep 23 2008, 2:25 pm Biophysicist Post #2



Why is this in Modding Assistance?

Switches are like boolean variables in other programming languages. You can set, clear, toggle, or randomize a switch with a trigger. You can read them with the Switches condition in triggers. They have nothing to do with mods, they're used in Use Map Settings maps.



None.

Sep 24 2008, 1:09 am Symmetry Post #3

Dungeon Master

http://www.staredit.net/?p=tutorials&tut=19



:voy: :jaff: :voy: :jaff:

Sep 24 2008, 1:29 am Pigy_G Post #4



@ t/z, This is UMS Mapmaking Assistance, the correct fourm.

Switch's are useful if you're new to using Death Counters, Read the tutorial Killer_Kow posted.



None.

Sep 24 2008, 1:35 am Morphling Post #5



Quote from Pigy_G
@ t/z, This is UMS Mapmaking Assistance, the correct fourm.

Switch's are useful if you're new to using Death Counters, Read the tutorial Killer_Kow posted.
Well obviosly someone moved the topic here from Modding Assistance. Unless he is just stupid.



None.

Sep 24 2008, 1:49 am Pigy_G Post #6



I expect the latter... Jk :D didn't think of that... GJ Morph now I look bad.



None.

Sep 24 2008, 4:00 am Falkoner Post #7



I definitely need to make some additions to that tutorial.

Anyways, switches are only really useful when you need instant randomization, or when you have a global variable, which is the same for all players, otherwise, use Death Counts, which are far more flexible and can have different values for each player.



None.

Sep 24 2008, 7:36 am NaDa Post #8



Thanks.



None.

Sep 24 2008, 3:13 pm Hercanic Post #9

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

Triggers can be used it mods, so this thread was not completely out of line by being in Modding Assistance. However, he would likely get a better answer here in UMS Mapping, even if he's making a mod rather than a map.




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[02:58 am]
Ultraviolet -- RIVE
RIVE shouted: #MBWMGA
Resident MAGAt approves
[02:20 am]
Symmetry -- I meant more why is it relevant
[07:20 am]
RIVE -- #MBWMGA
[2026-7-13. : 1:11 am]
Symmetry -- https://staredit.net/topic/18903/ can u do it
[2026-7-12. : 7:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[2026-7-12. : 7:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[2026-7-12. : 5:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[2026-7-12. : 5:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[2026-7-12. : 4:57 pm]
Symmetry -- wdym
Please log in to shout.


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