Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help needed on a few aspects of my triggers.
Help needed on a few aspects of my triggers.
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Aug 10 2009, 10:52 am
By: youarenotworthy  

Aug 10 2009, 10:52 am youarenotworthy Post #1



I have a song that I want to loop, but setting a wait interferes with other triggers, how do I bypass this? I think someone will tell me to use death counters but how do i implement the time into the death counters? it's 27000 milliseconds that i need.

Also, solving the problem in that previous aspect may also help this aspect: I have some hallucinated units that I need to stay in a place for a long period of time, but they run out of energy. Is there any way to modify or reset this energy? I was going to try to just remove and then re-make the unit when it runs out of energy, but that causes problems I think because of my hyper triggers, and only 1 or 2 ends up re-setting instead of all four, and at random un-appealing times.

Please explain to me what I am doing wrong.

Attachments:
we.scx
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Aug 10 2009, 11:39 am Devourer Post #2

Hello

At your song: http://www.staredit.net/wiki/Death_Counters
With hyper triggers: 12 Deaths in 1 Second (you need to always subtract 1 death of X for only 1 player)
Oh and: running 2 waits for the same player will mess them up, I recommend to use deathcounters.


To your problem with hallu:
As far as I know there is no way to refill hallu-energy.
To your spawning problem with the hallu-units: I have no idea how to fix because I cannot find the trigger which respawns them.
But: you should know that hallu-units are NOT detectable in any condition. (Means "Current Player brings exactly 0 Marine to X" will run untill a real marine is in that location, hallu-marine does not stop this trigger)



Please report errors in the Staredit.Network forum.

Aug 10 2009, 11:48 am youarenotworthy Post #3



Ahhh man! I got it working and it was synching just fine, but now for some reason it overlaps, begins to play before the first one is done. The timing on the death counter is perfect, and I don't have any waits for player 1. Please take a look for me Dev.

Attachments:
we.scx
Hits: 2 Size: 1946.94kb

Post has been edited 1 time(s), last time on Aug 10 2009, 12:44 pm by youarenotworthy.



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Aug 10 2009, 8:59 pm poison_us Post #4

Master has given Dobby a doctorate! Dobby is free!

Triggers are run at about 11.9 per second. If you run multiple deathcounts so that they overlap, instead of clearing to zero, your times will be better.

let's say your deathcounter is Cantina.
Trigger 1--always add 1 death to Cantina for X
Trigger 2--X has exactly 12 deaths of Cantina, set deaths to 0 for Cantina, Add 1 to Cave.
Trigger 3--X has exactly 11 deaths of Cantina, exactly 9 of Cave, set both to zero.

The example above is accurate to 11.9, which is good enough for most purposes. I'll update when I find/remember a longer number for trigger/second operation. IIRC, the 2nd decimal is a 0, so it's fairly good.

EDIT: here you go.
Quote from poison_us
it's *approximately* 11.904761904761904761904761904762.


Post has been edited 1 time(s), last time on Aug 10 2009, 9:05 pm by poison_us.




Aug 10 2009, 9:49 pm youarenotworthy Post #5



TY, I found the perfect loop using your method.

Post has been edited 1 time(s), last time on Aug 10 2009, 10:08 pm by youarenotworthy.



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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
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[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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