StarEdit HELP!

G

Guest

Guest
I have two problems in Star-Edit that really need fixed.

****************************************************
1. Music to be on repeat.
Set up now
:Condition-Aways
:Action-Play cityescape2.wav

If I put it on preserve trigger it will continualy start and won't stop.

2. Setting up fireworks
Set-up now
:Condition=When Enemy has no more Enemy
:Action=Create 1 Protoss Observer at Fireworks
Kill all protoss observer for Fireworks
Wait 500 milliseconds
Create 1 Protoss Observer at Fireworks2
Kill all protoss overserver for Fireworks
Wait 500 milliseconds
Preserver Trigger
****************************************************
So what do I need to do????
 

Ilendil

Most Respected Former Admin
Reaction score
1
To loop music (thats what it's called), you will need to put in a wait trigger before the preserve trigger.

You need to set the wait trigger to the amount of time the music is. So, if the music is 0:39 (39 seconds) then you have to set it to 39000 milliseconds. 1000 milliseconds is 1 second.

And I don't see what the problem is with the fireworks event.
 
S

Spacewar_God

Guest
Ok the music is 132.10 seconds long. I tried putting it wait 1321000 milliseconds and it still didn't work. And the fireworks thing really has me confused.
 
G

Guest

Guest
1. Music to be on repeat.
Set up now
:Condition-Aways
:Action-Play cityescape2.wav


Try this : Create a switch called music. In that switch, write

Always
Play Music

Now, in the regular triggers, try writing

Always
Set Switch Music
Wait X milliseconds (Where X is the duration of your music)
Preserve trigger


2. Setting up fireworks
Set-up now
:Condition=When Enemy has no more Enemy
:Action=Create 1 Protoss Observer at Fireworks
Kill all protoss observer for Fireworks
Wait 500 milliseconds
Create 1 Protoss Observer at Fireworks2
Kill all protoss overserver for Fireworks
Wait 500 milliseconds
Preserver Trigger


As for the fireworks, are you sure you even have an enemy ? Which ever players happen to be your fireworks, write this in the triggers

For Player *You*
Always
Set *Player Fireworks* as enemy

In the fireworks trigger, write
For Player *You*
Condition=When Enemy has no more Units
:Action=Create 1 Protoss Observer at Fireworks
Kill all protoss observer for Enemy
Wait 500 milliseconds
Create 1 Protoss Observer at Fireworks2
Kill all protoss overserver for Enemy
Wait 500 milliseconds
Preserver Trigger
 
S

Spacewar_God

Guest
Switches

Call me stupid but I've never used a 'Switch' before. How do I use switches?:confused: :confused:
 
S

Spacewar_God

Guest
Re: Switches

Originally posted by Spacewar_God
Call me stupid but I've never used a 'Switch' before. How do I use switches?:confused: :confused:

[Thinking] Maybe that's why I never can get a UMS map to work right...
 
C

CmdrTydaeus

Guest
switches are really simple--they just keep track of data in its simplest form. Each switch is either 'set' or 'cleared'. All switches start out 'cleared'. Then, in trigger actions, you can change any given switch in one of four ways:

'clear' switch: sets the switch to the 'cleared' position
'set' switch: sets the switch to the 'set' position
'toggle' switch: sets the switch to whatever it isn't ('set' becomes cleared, 'cleared' becomes set)

'randomize' switch: sets the switch to a random position (a coin toss, pretty much.)

Anyway, triggers can be set such that they will execute only if a switch (or multiple switches) is in a certain position (this can be combined with other conditions, ofc)
 
S

Spacewar_God

Guest
Grrr...

It still isn't working!! Here is the set-up now for all of them. I have also added another problem... Healing.
Music

All Players
CONDITION(s)
Always
'Music' is set
ACTION(s)
Play cityescape.wav
Wait for 1321000 milliseconds
Preserve Trigger

Fireworks

Fireworks (Player 7)
CONDITION(s)
Suspects bring at least 1 Suspect to 'Start Fireworks'
'Player Fireworks' is set
ACTION(s)
Create 1 Zerg Queen at 'Fireworks'
for Player 7
Kill all any unit for Player 7
Wait for 1000 milliseconds
Create 1 Zerg Overloard at 'Fireworks'
for Player 7
Kill all any unit for Player 7
Wait for 1000 milliseconds
Preserve Trigger

Heal

Player 7
CONDITION(s)
Suspects bring at least 1 Suspect to 'Heal'
ACTION(s)
Set hit points for all Suspect owned by Current player at 'Heal' to 100%
Preserve trigger

Now I can not really get any more detail than that now can I? It was a reall pain in the (CENSORED) to type. :D :D
 
A

Arelalith

Guest
hmm... Its very odd that they don't work... This works:

CONDITIONS:
- Player 1 brings at least 1 Odd Man to'HEAL'
ACTIONS:
- Set Hit points for all Odd Man owned by Current Player at 'Anywhere' to 100%
- Preserve Trigger

This works for healing.. I'll look at the others in a bit.

I see that your trigger is exactly the same..I have no idea why it doesn't work...something wrong with your edit?
 
S

Spacewar_God

Guest
Perhaps it's because of the player its for. Player 1-5 are the humans the the rest are computer. Maybe that's it?
 
S

Spacewar_God

Guest
These are the Forces and Players:

Force 1 - Suspects they play the Suspect or Marine. (Confusing huh?)
Force 2 - Transporter name speaks for its self
Force 3 - Enemy Firebats and Goliath
Force 4 - Fireworks
 

Ilendil

Most Respected Former Admin
Reaction score
1
I have noticed Wait triggers can sometimes screw up other triggers.

For example, I made a Roleplaying Map. A roleplayin map is like DnD except everyone is the DM. Anyways, I created a wait trigger for a mine shaft so that it will take time for it to open and close. The problem this caused is the units you spawn (for roleplaying) started to spawn fast, too fast. I thought you needed a wait trigger for each of the triggers that creates the units and I tried adding it but to vain. Well, I remembered a long time ago when I asked other people in a sequence where units got created and got killed to create the same thing as your fireworks. I remembered this when I was making my map and I removed the wait triggers, this fixed the problem to all of it.

The create triggers will create 1 unit every second, so you do not need a wait trigger in the fireworks, this wait trigger in the fireworks trigger might be messing up your map.

In otherwords, try removing the wait trigger in the fireworks trigger.

Heal

Player 7
CONDITION(s)
Suspects bring at least 1 Suspect to 'Heal'
ACTION(s)
Set hit points for all Suspect owned by Current player at 'Heal' to 100%
Preserve trigger
The problem here is the team that gets healed, "Suspects". Since it is an entire team, then ALL of the team has to bring a Suspect to 'Heal' to get 100% hit points. This is why it isn't working. Change the 'Suspects' to Current player instead.

hmm... Its very odd that they don't work... This works:

CONDITIONS:
- Player 1 brings at least 1 Odd Man to'HEAL'
ACTIONS:
- Set Hit points for all Odd Man owned by Current Player at 'Anywhere' to 100%
- Preserve Trigger

This works for healing.. I'll look at the others in a bit.

I see that your trigger is exactly the same..I have no idea why it doesn't work...something wrong with your edit?
This will also not work, you need to change 'Player 1' to Current player. I doubt that the other forces will have "Odd Mans" so you do not need to worry if it heals an enemies unit. If the computer has an oddman, just change Current player to Suspects instead.
 
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