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jjaacckk Newbie
Joined: 06 Jul 2005 Posts: 5
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Posted: Wed Jul 06, 2005 2:42 pm
trigger disable other trigger |
hello....
i need a trigger that do this....
when apear the message
* Frieza's Henchman begins a low sweep motion...
send to world after 1.5 seconds
par low Frieza's Henchman
but if apears other message in the time
* Frieza's Henchman begins a low sweep motion...
cancels the first triger and make a new timer for new message and the timer for the first message is canceled and dont send to world par low Frieza's Henchman 2 times
there r some method to do this?
sorry for my poor english
thnx for all |
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Maelstrom Apprentice
Joined: 10 Feb 2005 Posts: 158
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Posted: Wed Jul 06, 2005 3:31 pm |
When the trigger is fired set an alarm that will send what you want in 1.5 seconds. Trick is to give it an ID so if another trigger comes in you will over write the older one instead of creating multiples.
#TRIGGER {^* Frieza's Henchman begins a low sweep motion...$} {#ALARM parlow {+1.5} {#SEND {par low Frieza's Henchman}}} |
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Vitae Enchanter
Joined: 17 Jun 2005 Posts: 673 Location: New York
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Posted: Wed Jul 06, 2005 8:14 pm |
Hrmm...i wonder if doing something like that would help with the exphour trigger that goes off back to back for me.
Thanks for a tip Mael :-) |
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jjaacckk Newbie
Joined: 06 Jul 2005 Posts: 5
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Posted: Wed Jul 06, 2005 10:43 pm |
im a noob in zmud u can explain how i can add this trigger?
what the patern i put and what value?
and how i can put this trigger for all enemys.... there r other enemys than freeza hench....the message when atack is coming is...
* (name of enemy) begins a low sweep motion...
there are this * before the message
thnx |
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charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
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Posted: Wed Jul 06, 2005 11:25 pm |
You can enter it directly into the command line (the #TRIGGER blah blah blah), or you can start a new trigger in the settings, then the pattern would be the stuff that's in the first set of brackets (minus the {}), and the action would be the second set of brackets, again, minus the brackets.
Charneus |
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jjaacckk Newbie
Joined: 06 Jul 2005 Posts: 5
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Posted: Wed Jul 06, 2005 11:37 pm |
right.....another question i nedd when apear this message...
(combination lp sw r )
i send
punch left
sweep
roundhouse
imediatly but there are varios combinations..... example
(combination lsk sw r rsk )
(combination rp )
lsk = left sidekick
rsk = rightsidekick
u = uppercut
r = roundhouse
sw = sweep
lp = punch left
rp = punch right
how i can check the combinations variables and send the atacks in order? |
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jjaacckk Newbie
Joined: 06 Jul 2005 Posts: 5
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Posted: Thu Jul 07, 2005 4:22 am |
someone know make this?
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charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
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Posted: Thu Jul 07, 2005 5:45 am |
Based on our conversation, jjaacckk, here is what I've come up with.
#TRIGGER {~* Frieza's Henchman begins a low sweep motion...} {#IF (@start = 1) {} {#VAR start {1};#ALARM parlow +1.5 {par low Frieza's henchman}}}
#TRIGGER {You parried %*} {#VAR start {0}}
#TRIGGER {You parry nothing.} {#VAR start {0}}
Now, for all attack triggers that you have, you can change it to your liking. The above solution should work without flaw. Basically, what this does is checks to see if the variable "start" has been set to 1. If it has, then it bypasses all other commands. If "start" is anything other than 1, then it goes ahead with the commands. Then, the two triggers after that resets the variable "start" to 0 so that the trigger can once again be fired.
As for the combinations thing, I'll work on it and see what I can come up with. Let me know if the triggers I sent you work out. I'm fairly sure (99.9%) that they will work. Good luck.
Charneus |
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charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
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Posted: Thu Jul 07, 2005 6:51 am |
After further conversation, this is the following that I personally tested, and KNOW works.
Pattern: ~* (%*) begins a low sweeping motion...
Value: #IF (@start = 1) {} {#VAR start {1};#WAIT 1500;par low %1}
Patter: You parried %*
Value: #VAR start {0}
Pattern: You parry nothing.
Value: #VAR start {0}
Change it accordingly, and you shouldn't have any problems with it.
Charneus |
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charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
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Posted: Thu Jul 07, 2005 8:43 am |
HAHA! After actually logging in the mud to see what jjaacckk was talking about... I found out that Maelstrom's suggestion worked. Sorry, Maelstrom. Didn't doubt you, but misunderstood what he was getting at in our conversation. :D
Charneus |
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