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11-09-2003, 02:44 AM
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#1 (permalink)
| BattleForums Senior Member
Join Date: Jul 2003 Age: 19 Posts: 3,088
| New map making Skill 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. |
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11-09-2003, 04:12 AM
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#2 (permalink)
| BattleForums Senior Member
Join Date: Jun 2003 Location: Texas Posts: 3,018
| um... no. uh-uh.... wait.. what? |
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11-09-2003, 06:42 AM
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#3 (permalink)
| Custom This.
Join Date: Nov 2003 Location: CANADA!! Age: 18 Posts: 1,001
| Ain there already a map totorial thread?
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lol |
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11-09-2003, 02:13 PM
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#4 (permalink)
| BattleForums Senior Member
Join Date: Oct 2003 Location: USA Age: 17 Posts: 1,100
| What the hell? Ok I'll try
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 If you didnt get that well thats to bad but if you did i did something good for once
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11-09-2003, 03:03 PM
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#5 (permalink)
| BattleForums Addict
Join Date: Oct 2002 Age: 23 Posts: 590
| 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"
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11-10-2003, 06:53 PM
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#6 (permalink)
| BattleForums Junior Member
Join Date: Aug 2003 Location: Here! Posts: 237
| 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.
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11-10-2003, 08:36 PM
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#7 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,194
| 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. |
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11-11-2003, 08:50 AM
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#8 (permalink)
| BattleForums Junior Member
Join Date: Oct 2003 Location: My House Posts: 36
| Please dont call me stupid but what exactly are strings??
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11-11-2003, 08:56 AM
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#9 (permalink)
| BattleForums Junior Member
Join Date: Oct 2003 Location: My House Posts: 36
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11-11-2003, 01:22 PM
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#10 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,194
| 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) |
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11-11-2003, 03:39 PM
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#11 (permalink)
| BattleForums Member
Join Date: Jul 2003 Age: 23 Posts: 342
| The scenario title and description each take a string, as do all of the forces (whether you rename them or not, I believe).
__________________ Heimdal - Fighting misinformation around the globe |
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11-11-2003, 07:37 PM
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#12 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,194
| Oh your right I forgot the titles lol. |
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11-11-2003, 07:41 PM
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#13 (permalink)
| BattleForums Addict
Join Date: Jun 2003 Location: I have left, And started a new account...You'll know when it's me :D Posts: 850
| 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... |
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11-11-2003, 10:32 PM
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#14 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,194
| 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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