“Continuous†Triggers

SuperNewbie

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Greetings. I have decided to post here to see if there were any board
members who have different & better methods of doing things.

While I am not using these hypothetical scenarios
[COLOR=999999](at this time)[/COLOR], I
describe them only to help explain what it is I seek. By knowing how
others might successfully approach these hurdles, it may allow me to
make sturdier, less-exploitable triggers. Solving one situation will
easily be useful for the second imaginary dilemma.


[COLOR=FFCC00]#1:[/COLOR] A human player's unit[COLOR=999999](s)[/COLOR] is forced to move to a designated
location. Despite constant & repetitive orders to do otherwise, the
unit will, at best, flinch but immediately continue marching towards
the trigger's destination.


[COLOR=FFCC00]#2:[/COLOR] Despite any human player's best efforts, even a Defiler with
Consume will never have energy points show up as anything other than 0
in the unit information display on the bottom of the screen… or, at
least, the Defiler will never have enough time to Consume and use Dark
Swarm or Plague if the snack provided sufficient energy.

A simple
[COLOR=0099CC]“preserve triggerâ€[/COLOR] will not work, as a resilient player will
be able to stray infinitely far from the beaten path
[COLOR=999999](short of physical
limitations such as terrain)[/COLOR], or be able to Dark Swarm/Plague twice
before the trigger reduced the energy again.

Should anyone know or figure out a solid way to deal with the
situations, I would appreciate it if you would share such knowledge. I
do request that you at least test your trigger
[COLOR=999999](s)[/COLOR] on the slowest
setting just to make sure it is fool-proof.

I know it may sound like a tall order, but I figured posting it here
would be worth a shot, at least… and I hope that my
[COLOR=0099CC]“seperateâ€[/COLOR] style of
writing is not an unnecessary burdensome for the readers of
this board.


Thank you for your time,
[COLOR=00CCFF]SuperNewbie[/COLOR]
 

tassadar920

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Please change the font to the default forum font.

1. To do this, use the "MOVE UNIT" action, it will move a unit from a location to another without the playe reven having time to click eslewhere.

2. Under "player settings" or something, disable the dark swarm and consume abilities completely, the player wont b able to use them at any time that way.
 

SuperNewbie

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Those Are Not Options.

Very well, since you insist, I shall use the plain font you are accustomed to.

As for those suggestions, I already know about those. Those would not achieve the
desired goals.

I am aware of being able to teleport/transport units instantaneously, as well as disabling
or removing existing spells. Not everything can be smoothly answered with those
options, however. I am not seeking ways around these specified scenarios.

Like I said, it may be a "tall order," but I take these thorough measures so that I may
make a quality map.

Thanks again,
SuperNewbie
 

tassadar920

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Ok my last way is the "hyper trigger"

Copy this trigger 7+ times in the all players section.

Players:
all players
Conditions:
always
Actions:
wait 0
wait 0
wait 0
wait 0
wait 0
wait 0
preserve

this will increase the time it takes for a trigger to be checked again. Also, if a player "casts" a spell, using some editors you can make triggers to automatically remove it.
 

SuperNewbie

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Example of a "Continuous" Trigger.

I wrote in the trigger exactly as specified, but since a player can still pull himself away
from the target, it does not serve my present needs at this time.

I mentioned it in my previous reply, but yes, I do know about removing existing spells like
Disruption Web & Dark Swarm from the map once it has been casted. Thank you for the
help, but unfortunately, it is not the kind I need right now. (A person asking for a
screwdriver might not feel that a wrecking ball is the right tool for the job.)

If I attached it properly, there should be a version of a UMS which uses a trigger (or
many triggers) that demonstrate what my goal is. Should you download it, the objects
which manipulate the player into moving are Magnet & Wormageddon; try as you might,
moving anywhere but the game's intended destination is near impossible. Please note:
this map is neither mine nor am I attempting to take credit for it in any way. I am only
posting it to better explain my objective.

Even if you don't intend to find a solution similar to the way Worms does it, this map is
still worth a play or two with some friends. It can easily give the players many games of
laughter. I am still hoping someone can point out a way for me to mimic this action.

Enjoy the map,
SuperNewbie
 

Master.America

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Is your goal to order a player owned unit to move to a specific location without the player moving it himself?

I suggest, for the time the unit must be moved, have it computer controlled. Give the unit to a neutral or computer player, then issue the order and give the unit back at the destination.
 

Bolt Head

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Re: Example of a "Continuous" Trigger.

Originally posted by SuperNewbie
I wrote in the trigger exactly as specified, but since a player can still pull himself away
from the target, it does not serve my present needs at this time.
SuperNewbie

Would you please post the vertion you used that trigger on
 

SuperNewbie

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My Explanations.

Master_America, I would like to be able to "force" a player to "walk" (or fly, or crawl, as
the case may be) to a designated area - without teleporting, giving the unit to any other
player, or even removing & creating new ones.

I am aware of many alternatives, but I am trying to craft maps with "smooth" triggers.
Losing your character in any form, or an instant teleportation, can be a little jarring.
Though, since you can't trust everybody to follow along, sometimes you have to give
certain players a gentle push. In cases like the Worms game, Wormageddon would not
work quite so well if any of the above alternatives (teleporting, giving units, etc.) I
mentioned were used.

Bolt Head, right now, I am working under StarCraft: Brood War version 1.10. I hope that
answered your query successfully.

Thanks for the replies,
SuperNewbie
 

tassadar920

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What Bolt Head means is, post the map itself i think?

Ok this is my last way to do this, the players will still be able to force their units backwards if they try VERY hard, but this would be the only way.

These triggesr are how to do it:

TRIG 1:

Players:
Player 1
Conditions:
switch 1 is cleared
Actions:
preserve trigger
order unit to move to location # (this can be changed to, set energy or whatever)
set switch 1

Players:
player 1
Conditions:
switch 1 is set
Actions:
preserve trigger
clear switch 1

Those 2 triggesr must be copied for every player, and use different switchs to acheive the correct ends.

THEN:

Players:
all players
Conditions:
always
Actions:
wait 0
wait 0
wait 0
wait 0
wait 0
wait 0
(copy the waits a lotta times)
preserve

Then, copy that trigger 6+ times in the all players section, hopefully the game will speed up, and even though players can still (if they try REALLY hard) move their units backwards, or pull back, it will be very ahrd.
 

Master.America

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Alright, I see how it is.

In that case, the most I can do is include a map. This is the most awesome RPG I've ever seen, and the flow of the game is flawless. I suggest playing the game as well as looking at the triggers to help you through your map.

Oh yeah--at the beginning, the Zealot (Player 1 of course) is ordered to attack automatically until he reaches the town. Apparently, it does exactly what you want it to. Hopefully, this helps you figure it out.

....

Apparently, the map is too big to attach. I can send it to you via battle.net or email if you PM me your email address and/or battle.net account name.
 

SuperNewbie

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It Appears to Work.

After a bit of rigorous testing, I have concluded the following from tassadar920’s
recommendations:

(1) The two triggers which use a switch do not leave a noticeable change, if any.

(2) For some reason that I cannot explain, the trigger with the repetitive “Wait for 0
milliseconds†actually seems to make the rest of the triggers run faster. With
approximately 63 wait commands & one preserve trigger in the action (and this trigger
copied only once, totaling to 126 wait commands), the rest of the UMS triggers seem to
flow much faster than the standard 2-second gap.

What all that means is, the “Wait for 0 milliseconds†x 126 provides the effect I desire,
and for this I am thankful. I would likely not have thought of such a solution, since I do
not see why this works in such a way. So, if you would humor me, my new question is:
why does the waiting for 0 milliseconds multiplied by a hundred times make any
difference whatsoever?

I encourage any readers of this post to actually give the wait trigger(s) a try and see if it
helps with anything, if they were previously unaware of it. To give an example of why
one would want to: I did not want the knowledge of how to manipulate “faster†triggers
just to move units around – no, information such as this is useful for almost anything. At
least, in my opinion, this type of speed can help with any type of UMS, be it RPG,
Madness, Bound, and so forth.

For convenience’s sake to anyone interested & feels downloading the triggers would be
easier than making it, I have placed the trigger and it's twin in a file, attached to this
message.

Thanks,
SuperNewbie
 

tassadar920

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why does the waiting for 0 milliseconds multiplied by a hundred times make any difference whatsoever?

And now, THE ANSWER:

Each time a wait is fired inside the game, the game automatically says to itself:

If im waiting here, why not go back and check hte other stuff.
If it goes back and checsk the other stuff while it waits for 0 seconds, then does it again, once in every 10-15 waits it will actually notice one of the other triggers and run it again b4 the 2 sec normal interval.
 

Bolt Head

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ya thats basicly it
Every time any wait used it causes SC to check the condtions of all other triggers starting with player 1 excludeing currently active triggers and triggers owned by the same player with waits in them.

Also when a switch is set or cleared it becomes set or cleared (depedning on witch action you used) it has no other effect on any triggers and no one here can prove other wise with a map
 

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