A few map edit problems, help please.
Posted: Sat May 31, 2008 3:51 pm
Well I've tried very hard to work these things out on my own and searched all over for answers. So I'm asking for expert assistance.
A few problems and questions...
1) I can't seem to get transmissions to play no matter what.
Even with [condition always, action play transmission]. It is set to the correct current player when I test it. Ultimately want it to run as, [condition player brings unit to location, play transmission]. I suspect there is something I don't know about the function of transmissions.
2) Does the use of switches cause any lag?
Do switches add some significant load to the speed of the trigger system? Do maps in general run better without or as few switches as possible? Just to note, I am using NO wait states at all anywhere in the map, except the hyper trigger trick. I had a series of simple switches and the map showed a certain kind of lag every game. When I took them out it went away.
Switches looked like this.
[condition: player brings unit to location. action: set switch 1]
[condition: switch 1 set. action: display message. clear switch 1]
Had about 10 of those and they didn't run all that often, but they still seemed to lag the map.
3) How can I get computer controlled units to cast spells?
Wanting Sci.Vessels to cast Def.Matrix preferably only during battles. And queens to cast snare when encountering enemy.
I haven't been able to find any detailed info on exactly how AI scripts work and how to implement them.
I found descriptions of what some of the AI scripts are supposed to do, but no details on how they work or how to implement them correctly.
4) Is there any way to load triggers and AI scripts into SCMdraft?
It seems SCMdraft is the only editor I can get to run on Vista.
5) I saw a post mentioning that only a certain number of triggers can run simultaneously per player. Where can I find some detailed info about this?
How many max? What exactly is meant by simultaneously? How can I know if I have more triggers than can run simultaneously?
Thanks in advance.
A few problems and questions...
1) I can't seem to get transmissions to play no matter what.
Even with [condition always, action play transmission]. It is set to the correct current player when I test it. Ultimately want it to run as, [condition player brings unit to location, play transmission]. I suspect there is something I don't know about the function of transmissions.
2) Does the use of switches cause any lag?
Do switches add some significant load to the speed of the trigger system? Do maps in general run better without or as few switches as possible? Just to note, I am using NO wait states at all anywhere in the map, except the hyper trigger trick. I had a series of simple switches and the map showed a certain kind of lag every game. When I took them out it went away.
Switches looked like this.
[condition: player brings unit to location. action: set switch 1]
[condition: switch 1 set. action: display message. clear switch 1]
Had about 10 of those and they didn't run all that often, but they still seemed to lag the map.
3) How can I get computer controlled units to cast spells?
Wanting Sci.Vessels to cast Def.Matrix preferably only during battles. And queens to cast snare when encountering enemy.
I haven't been able to find any detailed info on exactly how AI scripts work and how to implement them.
I found descriptions of what some of the AI scripts are supposed to do, but no details on how they work or how to implement them correctly.
4) Is there any way to load triggers and AI scripts into SCMdraft?
It seems SCMdraft is the only editor I can get to run on Vista.
5) I saw a post mentioning that only a certain number of triggers can run simultaneously per player. Where can I find some detailed info about this?
How many max? What exactly is meant by simultaneously? How can I know if I have more triggers than can run simultaneously?
Thanks in advance.