PDA

View Full Version : Starforge


Demonss
08-13-2004, 6:40 AM
Ok well...Im trying to make a bound map and i look at some other bound maps hat i have to see how to do it...and i see that in the conditions there is a switch and i have no idea what it does or how to use it...i checked in the help guide in starforge but i didnt see anything about the switches...so can someone please help me

StealthyDeath
08-13-2004, 6:44 AM
You should look in the Staredit help file on what switches are. Basically switches are on/off buttons. Cleared = off, Set = on.

Demonss
08-13-2004, 6:56 AM
ooooh...ok thanks... i see

eNWolf
08-13-2004, 9:49 AM
*whispers at top of breat* newb

Nahotnoj
08-13-2004, 10:11 AM
*whispers at top of breat* newbWow, THAT was helpful. Please dont post like that, it accomplishes nothing (except pissing people off and getting them to make comments like this) and REALLY adds nothing whatsoever to the discussion. >_<

switches can accomplish lots of things. for example, say you have a protoss temple somewhere on the map. you have a psi emitter somewhere else. you want it to give you four dark templars when you bring your unit to the temple after going to the psi emmitter, but not if you go there before. so you have it set a switch once the player goes to the emitter location, and then have that tthat switch is set as one of your conditions for giving the DTs.

P-OnMeToWin
08-13-2004, 10:51 AM
*whispers at top of breat* newb
I'm almost 100% you have never been a newb, right? Stop being an ass and help the guy out.

Basan
08-13-2004, 11:07 AM
Good one, Nahotnoj. :D
At least when I post I try it at least to be helpful / bring another point of view to the matter in debate.

Switches also can make trigger(s) to be impredictable. If you set previous triggers to condition that one's (you want'em to be impredictable). Set switches for random in the previous trigger(s) you want to set in impredictable mode and those triggers switches by turn it on or off in the actions part. It sounds complicated... and it really is. *Yay! Still workin' on it*
I'm trying to make a UMS map with a couple of strikes (don't know yet how many will be) for you to don't know where they come from, even if u play that map more than once.

For sums, it's an trigger(s) net set off by multiple other switches (in separate triggers), depending on how they're set, since in those separate triggers I've set the switches 2 be random. Then it comes sorta this way:

Player:

- Doesn't matter that much... an A.I. player is a must to me.

Conditions:

- Current player brings Z unit(s) into I'm Here.
- Switch 1 is set.
- Switch 2 is cleared.
- Yata, yata, yata...

Actions: (in my case)

- Create somethin' NW
- Wait for X secs.
- Order Y units to attack from NW into I'm Here.

Of course you must have an opposite(s) trigger(s) to do the opposite conditions with an attack coming from elsewhere, according to the probabillitie's maths. And also the net setting trigger switches that support and set off the one you intend to do the gig required... ;)

Hope this enlightens a bit on what u can do with triggers. They were one of the most difficult things for me to grasp on my own! Now I'm dedicating on how to figure out the most potencials of leaderboards in the triggers editing at SC. :devil:

Regards, Basan.

EDIT ADD: For the triggers net that set the surprise attack triggers you have to put something as simple as this:


Trigger 1:

Player:

Don't care. (at your will)

Conditions:

- Elapsed time is at least X secs.

Actions:

Set switch 1 to random. ;

Trigger 2:

Player:

Who gives a f...!?! (but try to keep'em at the same player)

Conditions:

- Elapsed time is at least Y secs.

Actions:

Set switch 2 to random.

Now I've think to have gotten it cleared. You may change the conditions that set the the Trigger 1 and Trigger 2, for example to be dependant on your development (type of buildings/units you possess)... ;)

Edit: Changed my normal way of typing due to some naggin' fellas asking me to do it! :lame:
And tried to clear some sentences up... shorten'em up.

Nahotnoj
08-13-2004, 11:54 AM
At least when I post I try it at least 2 be helpful / bring another point of view 2 the matter in debate.

Switches also can make trigger(s) 2 be impredictable. If u set previous triggers 2 condition that 1's. Set switches 4 random and in the previous trigger(s) u want 2 turn set the impredictable mode triggers switches by turn it on or off. It sounds complicated... and it really is. *Yay! Still workin' on it*
I'm trying 2 make a UMS map with a couple of strikes (don't know yet how many will be) 4 u don't know where they come from, even if u play that map more than once.

4 sums it's an trigger(s) net, set off by multiple other switches (in separate triggers), depending on how they're set since in those separate triggers I've set the switches 2 be random. Then it comes sorta this way: uh... sry Bssan, i didnt really comprehend a lot of that... could you rephrase without using chat/1337 speech? (chat speech = for example 2 = to 4 = for y= why etc)

P-OnMeToWin
08-13-2004, 11:57 AM
Yeah Basan I didn't understand much because of all the 1s and 2s and 4s. You're supposed to use letters to write words. I'm sure that would be very helpful if I could read it.

Basan
08-16-2004, 8:07 AM
Check my previous post. It has been edited upon request... not that I liked the idea much!
*Yikes! almost caught at work while posting the correction.*

EDIT ADD: I post this way 'cause I do it mostly at work... and I've got the habit from the IRC chat. No channels listed above (by you) are included.