| 08-18-2007, 11:34 PM | #1 |
I've seen this function in other maps, right now i have a fun Naruto Trivia Game called Narutards and I'm trying to figure out what trigger it is that lets me have the map start over from the beginning after the game is over. |
| 08-18-2007, 11:51 PM | #2 |
Really (as far as I know) it's a whole bunch of things which are used to set the game back to what it was at the start. |
| 08-19-2007, 12:05 AM | #3 | |
Quote:
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| 08-19-2007, 12:16 AM | #4 |
so are you guys trying to say its not possible in my case? because if so that's fine. i can deal with rming all the time. |
| 08-19-2007, 12:35 AM | #5 |
Its not possible, in terms of a Game - Restart Game, trigger action, but it IS possible through resetting your variables, rerunning your map initilization triggers, ect. |
| 08-19-2007, 02:02 PM | #6 |
so i worded it wrong? so restarting to map initialization is possible? |
| 08-19-2007, 07:48 PM | #7 |
theres no magic button for it, you can achieve it by simply resetting your variables, unit positions, scores, etc to whatever they were when the map first started. then you essentially have a 'Restarted' map. ![]() |
| 08-19-2007, 09:23 PM | #8 |
Okay, I understand now what everyone is trying to say. Now this may sound very noobish so prepare yourselves. How do I reset the variables? |
| 08-19-2007, 09:45 PM | #9 |
Umm... with the set variable action? |
| 08-20-2007, 05:57 AM | #10 |
again there is no magic button to 'reset' the variables. You must simply set them to whatever they were originally before the map starts. you are the one that knows what the variables are at the start of the map. for example, if you know that the integer variable 'score_player1' started at 1, and the integer variable 'livesleft_player1' starts at 5, then when you are 'restarting' your game, set score_player1 = 1 and livesleft_player1 = 5, via trigger actions. ![]() |
| 08-20-2007, 07:07 PM | #11 |
okay im taking player 1 as an example. I won't bore you with all the triggers, so I'll show you the main ones that I've inputted after player 1 achieves victory. Trigger: ![]() Player1![]() Actions![]() Unit - Pause all units![]() Wait 15.00 game-time seconds![]() Cinematic - Fade out and back in over 1.00 seconds![]() Trigger - Run Trigger X <gen> (checking conditions)I did have the countdown timer pause after the units, but i realized a few steps before that i had already destroyed the countdown timer, so it was pointless. In Trigger X I have already made it so that all units are destroyed but now i cant seem to figure out how to reposition my starting units, and if this helps any, i tried making the units re-appear, but they die soon after, and each different attempt, the wisp never appears for some reason. |
| 08-20-2007, 07:49 PM | #12 |
it cant be figured out by what youve shown. For example you talk about the 'wisp' never appearing for some reason, but you have never given anyone any info about this wisp. You have other triggers that conflict with your actions that 'reset' everything. There are probably triggers that you'll need to turn off with Trigger - Turn Off. You say that in trigger x you destroy all units. perhaps there is a trigger that fires when a unit is destroyed? In this case you would either need to remove the unit or turn off the trigger that fires when units die, so that you can destroy the units without conflicting triggers messing everything up. ![]() |
