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MapMaking Switches

Forum Index > BW General
Post a Reply
darnoconrad
Profile Joined September 2008
Canada110 Posts
January 10 2009 04:37 GMT
#1
Can anyone explain to me what a switch is and how to create one? I see a bunch of maps with switches. like "Set Switch 34 to On" What is switch 34?
Reason is not automatic. Those who deny it cannot be convinced by it. Do not count on them. Leave them alone. - Ayn Rand
Phrujbaz
Profile Blog Joined September 2008
Netherlands512 Posts
January 10 2009 04:54 GMT
#2
This isn't not about broodwar.

There's 256 switches and you can pick any one of them at random, so the number doesn't mean anything.

A switch can be either "on" or "off" and it's used for lot of logic in maps. "Set switch 34 to on" is meaningless by itself if you don't also have other triggers using "Switch 34 has to be on" conditions. Look for those other triggers to see what setting the switch on actually does.
Caution! Future approaching rapidly at a rate of about 60 seconds per minute.
Hypnosis
Profile Blog Joined October 2007
United States2061 Posts
January 10 2009 05:07 GMT
#3
switches are used kind of like triggers but they are either on or off instead of "triggered" and never changed after that. They can be toggled basically.
Science without religion is lame, Religion without science is blind
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-01-10 05:50:30
January 10 2009 05:45 GMT
#4
it's almost like writing computer code. in order to make complex triggers you need to use switches to pull it off.

Example: You can easily make a trigger to give a unit full health;
Current player brings any unit to location X modify unit properties 100% HP/Shied.

But in order to only give to it at certain times via switches:
Switch 1 is set off.
Unit X at location Y is destroyed, set switch 1 on.

Now you can use the same trigger in the first example with the added
'Switch 1 is on' as another condition to only heal units after a certain condition is met.

switches are conditions for triggers.
Does that make sense?
..and then I would, ya know, check em'. (Aka SpoR)
darnoconrad
Profile Joined September 2008
Canada110 Posts
January 10 2009 19:28 GMT
#5
Yes I see now. I'm going to try them out. I'm working on a RW map and I have to figure out how to keep the same race allied to each other. i.e. they can't unallied each other.

Thanks guys for your responses.
Reason is not automatic. Those who deny it cannot be convinced by it. Do not count on them. Leave them alone. - Ayn Rand
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
Last Edited: 2009-01-10 20:20:37
January 10 2009 20:07 GMT
#6
u have to define a switch by using at least two triggers:

- A starter/action trigger (on/off/toggle) that specifies the switch in the condition(s) has to be implemented first. In the actions tab you can specify what you want the switch to do when its either turned on/off/toggled.

- Then the actual condition trigger (what turns the swtich on/off/toggle) needs to be defined now. 'Set Switch' action will be used after any condition you want is set. Whenever the condition here is processed, the switch will be turned on/off/toggled by what you specified.

If you turn a switch on (as an action) you must define the switch in a trigger using a separate condition. You define what it does in the proceeding action.

It can get complicated in a good and a bad way. Thats why renaming your switches can be beneficial.

There are a lot of possibilities via switches by turning them on and off (of course you must define them each separately).

To get the most out of your triggers, make sure you define toggle, on, and off for every switch you use. It is also good to do that so you do not run into any bugs along the way.

EDIT, DONE
Treatin' fools since '87
LuckyFool
Profile Blog Joined June 2007
United States9015 Posts
January 10 2009 20:14 GMT
#7
Switches are used for boolean logic basically. I always used them for setting different trigger sequences. Really helpful for single player maps/campaigns.

I found I absolutely needed them when I had custom music as well, especially for looping the music so it plays and keeps playing in the background.

darnoconrad
Profile Joined September 2008
Canada110 Posts
January 11 2009 08:26 GMT
#8
Thanks again guys! ...and this fool has be treated.
Reason is not automatic. Those who deny it cannot be convinced by it. Do not count on them. Leave them alone. - Ayn Rand
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