New map making Skill

FakeNameHere

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We all should know that the only way to truly master a skill, is to teach it. That is, teaching a map making skill. Hence, what is there to teach? Well... I have seen numerous amounts of members ask how to use switches. So the skill is being able to teach switches clearly, so that even a 10 year old can understand. Can you do it? Try.
 

Spirit-Reaper

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[glow=red]What the hell? Ok I'll try[/glow]

1.Make a condition for the switch example
Bring exacly 1 any unit to location blah
Actions
Set switch 1
(if there is another switch b4 that)
clear switch 0
Next trigger
Conditions
Switch 1 is set
actions
Create destroy blah blah blah

[shadow=yellow] If you didnt get that well thats to bad but if you did i did something good for once[/shadow]
 

ArchnTagHardCPU

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Switches suck, in my opinion. All they are good for are randomizing events, and having events named.

I much prefer variables, because you can then use one to "progress" through a map.

If unit deaths of flag is at exactly 1, play this wav, display this text, kill the wall, letting you proceed, set deaths of flag to 2.

If death of flag is at most 1, move all men for current player at restricted access to start. preserve trigger.

With comments, they kick switches' ass.

Death of flag, death of cocoon, death of crystals, etc etc.. unlimited "switches"
 

Tuxedo Templar

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I used to think that too. Switches however are simpler and more concrete than "vars", which are just a cheap hack using another unit's death counter or some other number storage (score, resources, etc.), frankly. 99% of the applications for triggers dont require intensive triggers, unless your like me and make even a damn banning feature 10x more complicated than it needs to be, so switches are probably more than adequate. But they can also be a hassle too, like if you need to mark each level in a bound/rpg/def/whatever map where a var could be as simple as "add 1" or "set to #" to mark each level. Plus, switches use up string slots, which may be a no-no in big rpgs where your already groaning under the weight of in-game strings and need every last bit you can afford. But if you just want to mark something that has occured, toggle a background event, or block some set of events from happening, then switches work well.

Over-abrieviated Moral: If it gets complicated, use vars. For simple stuff, use switches.
 

Bolt Head

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Very well put Tux. I can teach people how to use switches when talking to them, I have done in numerous times. It gets harder just writeing about it where there isn't any interaction.
 

Bolt Head

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Don't worry it happens.

A "string" is a text string or a line of text. (not neccarly one line but one insert of text). Starcraft maps have a maxmum of 1024 text strings you can put in the map. Things that take up text strings are: Locations, Comments, Display Text, Transmissions, Mission Breifings Text, Wavs, Renamed Switches, and renamed units. (think that is it)
 

Heimdal

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The scenario title and description each take a string, as do all of the forces (whether you rename them or not, I believe).
 

PiNk PeOn

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Erm... I thought it tells you how to use switches in the faq? I mean seriously if people don't think of going there for help, the world must be coming to an end...
 

Bolt Head

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No one can learn Switches from the FAQ. If they claim they could then they would be able to learn it without any assistance. The exclamation for switches in the FAQ is a smart ass response.
 

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