Doors
Oct 7 2007, 5:39 am
By: LemonFang  

Oct 7 2007, 5:39 am LemonFang Post #1



So, I need help with some doors, I have the first part done where you enter down but it's kinda hard to get out in the same place...

Anyways I have Several locations going to the same location (Enter is ok!) but when you exit your supposed to return to the same location you entered from. but when I leave the building it goes to another location...

(To better explain this, I will use some sort of weird lingo, BEAR WITH ME!)

Ok let's say you enter from Location "A" and you go to Location "B" and when you leave you go back to location "B" and your supposed to transport back to location "A", and then let's say you go to Location "C" You're supposed to travel to Location "B" and when you leave your supposed to travel back to "C" but my problem is that I transport back to location "A" in my tests, please help.




None.

Oct 7 2007, 8:13 am NudeRaider Post #2

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

I don't exactly know what you mean. But a simple 2-way teleporter works as follows:
Make 2 pairs of locations named "Enter" & "Inside" and "Exit" & "Outside"

Then place them as followed:

Outside Enter. Wall Exit. . Inside
____ . . ____. . || ____ . ,____
|. . .| . |. . .|. .|| |. . | . |. . .|
|___| . |___|. .|| |___| . |___|
. . . . . . . . . . .||

(Sorry for that crappy ASCII pic, but SEN doesn't allow multiple spaces, so I had to use dots. Try to ignore them.)

And make the following Triggers:

Teleported Players
Conditions:

Current Player brings at least 1 unit to Enter
Actions:
Move All [men] for Current Player at Enter to Inside
Preserve Trigger


Teleported Players
Conditions:

Current Player brings at least 1 unit to Exit
Actions:
Move All [men] for Current Player at Exit to Outside
Preserve Trigger

If you try to use less locations you would end up teleporting in (to exit) and teleport out instantly (or the next trigger loop).




Oct 7 2007, 8:14 am Roy Post #3

An artist's depiction of an Extended Unit Death

Based off your fantastic lingo:

You need to use a switch or something to detect that you came from location C.

I'll use death counters as an example:

Trigger
Players

  • Current Player
  • Conditions

  • Bring 1 men to location A
  • Actions

  • Modify deaths for Current Player: Set to 1 for Uraj Crystal
  • (Enter through location A actions)
  • Preserve Trigger


  • Trigger
    Players

  • Current Player
  • Conditions

  • Bring 1 men to location B
  • Current player has suffered 1 deaths of Uraj Crystal
  • Actions

  • (Leave through location A actions)
  • Modify deaths for Current Player: Set to 0 for Uraj Crystal
  • Preserve Trigger


  • --------------------------------------------------------------------------------------------------------------------------------------------------------

    Trigger
    Players

  • Current Player
  • Conditions

  • Bring 1 men to location C
  • Actions

  • Modify deaths for Current Player: Set to 2 for Uraj Crystal
  • (Enter through location C actions)
  • Preserve Trigger


  • Trigger
    Players

  • Current Player
  • Conditions

  • Bring 1 men to location B
  • Current player has suffered 2 deaths of Uraj Crystal
  • Actions

  • (Leave through location C triggers)
  • Modify deaths for Current Player: Set to 0 for Uraj Crystal
  • Preserve Trigger


  • I used Uraj Crystal as an example; use a unit that you know won't be killed in your map :P

    Post has been edited 5 time(s), last time on Oct 7 2007, 9:07 am by Roy.




    Oct 7 2007, 8:30 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

    Quote from Roy
    Based off your fantastic lingo:

    You need to use a switch or something to detect that you came from location C.

    I'll use death counters as an example:

    [...]

    I used Uraj Crystal as an example; use a unit that you know won't be killed in your map :P
    Oh sry, now I know what you were trying to do. Then you need 6 locations.
    Ofc Roy's solution would work.




    Oct 7 2007, 8:44 am Ahli Post #5

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

    I make this in another way. You just need to set a switch, if you used the door. (I will use death counts as well. you can use normal switches, too.)

    Teleport from A tp B:

    Trigger
    Players

  • Current Player
  • Conditions

  • Bring at least 1 men to location A
  • Current player has suffered exactly 0 deaths of Uraj Crystal
  • Actions

  • Modify deaths for Current Player: Set to 1 for Uraj Crystal
  • Move the units from location A to B
  • Preserve Trigger


  • Teleport from B to A:

    Trigger
    Players

  • Current Player
  • Conditions

  • Bring at least 1 men to location B
  • Current player has suffered exactly 0 deaths of Uraj Crystal
  • Actions

  • Modify deaths for Current Player: Set to 1 for Uraj Crystal
  • Move the units from location B to A
  • Preserve Trigger


  • Reset the Teleport Switch:

    Trigger
    Players

  • Current Player
  • Conditions

  • Bring exactly 0 men to location A
  • Bring exactly 0 men to location B
  • Current player has suffered exactly 1 deaths of Uraj Crystal
  • Actions

  • Modify deaths for Current Player: Set to 0 for Uraj Crystal
  • Preserve Trigger


  • You can disable the door with other values of Uraj Crystal death count.




    Oct 7 2007, 9:05 am Roy Post #6

    An artist's depiction of an Extended Unit Death

    That wouldn't work, because he wants to reuse location b for multiple doors, and in your example, location b will always give 1 death and send to location a...




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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
    fr fr
    [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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