Staredit Network

Staredit Network -> UMS Assistance -> strange glitch
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-05 at 10:05:42
ok im making a bunker defense map, and i have the normal if player owns supply depot make it into a bunker trig 3 for each player (one for rine ghost and bat) any way when i run a multi pearson test sometimes bunkers wont become disabled for some strange reason and then the units can come out and it all goes downhill from there so if some one can help ide appreciate it smile.gif


PS: all triggers are seperate all using dif locations to remove and create the buildings leaving map at best quality
Report, edit, etc...Posted by chuiu on 2005-02-05 at 10:36:50
Are you waiting untill all marines are in the bunker before you disable it? Are you waiting until you disable the bunker before you bring back the scv?
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-05 at 14:48:11
Are your waits stacking? That could be the cause. Or what Chu said. (screw the new name tongue.gif)
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-05 at 14:53:02
The players triggers are interfering with eachother. My first guess would be that it moved the location to the next players bunker but you said you used a differant location for each trigger. Did you mean a differant location for each unit type or each player?

We would need to see the map or the triggers at least to know what is exactly wrong.
Report, edit, etc...Posted by chuiu on 2005-02-05 at 20:20:26
Judging from his PS sentence, I would say he's using individual triggers and individual locations for each player.
Report, edit, etc...Posted by axblader on 2005-02-05 at 22:31:51
happens...you got a triiger messed up.

liek

disable bunker for p1 at "bunker1"

but if u copy it you might accidentally not change it, and it will diasble p1's bunekr again, but not urs...

i had to change half of my def once casue of that...trigger by trigger..grrr

its best to put no waits at all...though it isnt possible without like 4 triggers for make 1 bunker....(not loacations..)
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-06 at 02:25:21
QUOTE
its best to put no waits at all...though it isnt possible without like 4 triggers for make 1 bunker....(not loacations..)


it isn't possible to do it without waits (or wait supplements). Period.

Unless you're saying use death counter wait supplement method.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-06 at 02:42:20
I think thats what he was saying. But with the massive typos, and poor grammer its hard to tell.

I know i spell bad but at least I care enouth to hit the backspace a few times and correct the typos when I hit the letters in the wrong order.
Report, edit, etc...Posted by BeeR_KeG on 2005-02-06 at 13:11:00
I only understood a third of what you said Starr.

Anyways if your bunkers are properly created and then somehow they don't disable for whatever reason but the trigegrs are properly created you can do this:

Make a trigger that always disables the bunkers.

Thats way is they don't disable when they aren't supposed to, they will then disable becasue of thsi trigger. I'm not sure if it will interfere with the other bunkers.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-06 at 18:31:11
QUOTE(BeeR_KeG[eM] @ Feb 6 2005, 12:11 PM)
I only understood a third of what you said Starr.

Anyways if your bunkers are properly created and then somehow they don't disable for whatever reason but the trigegrs are properly created you can do this:

Make a trigger that always disables the bunkers.

Thats way is they don't disable when they aren't supposed to, they will then disable becasue of thsi trigger. I'm not sure if it will interfere with the other bunkers.
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You can't disable all the bunkers, you can only disable one at a time and will need differtant locations or one moving around if there is more than one to do that.
Report, edit, etc...Posted by BeeR_KeG on 2005-02-06 at 18:47:50
Then make it Disable 1 Bunker
Bunkers can't be built in less than 1 second so it wouldn't hurt if an extra wait(not the action) would be put in there if other players built at the same time.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-06 at 18:54:20
We can't do anything until Starr comes back, so lets wait for his feedback.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-08 at 21:32:53
ok i will supply an example of the trigger in starforge text format

(i am not using starforge to create the triggers its just easier to communicate with it)

for player one

Bring(P1, AtLeast, 1, supply depot, player one area);

MoveLocation(P1, supply depot, P1, player one area);
RemoveUnitAtLocation(1, supply depot, P1, P1);
MoveUnit(1, SCV, P1, P1, SCV move);
CreateUnitWithProperties(invincible, bunker, P1, P1, 1);
CreateUnit(3, marines, P1, P1);
RunAIScriptAt(Enter Closest Bunker, P1);
Wait(900);
SetDoodadState(Disable, bunker, P1, P1);
MoveUnit(1, SCV, P1, SCV move, P1);
Comment(" ");
PreserveTrigger();

(the location used for most of the action of the trigger is named "P1" for those who get confused)

EDIT: sorry fol the long wait guys... ive been so sick i forgot i posted this =\

EDIT: for chuiu os i will supply the map if we can set up a direct transfer to you through e-mail or IM
Report, edit, etc...Posted by chuiu on 2005-02-08 at 22:29:54
I don't see anything wrong with that. Did you make sure to check everything everyone posted?

If you are still stumped you can send it to me via IM. Just view my profile, im pretty easy to get a hold of.

ADDITION:
Ok, his problem is that he had too large of a location. But making it the right size creates a new problem. Whenever bunkers are created a certain way some of the marines won't go into the bunker. Then when it is disabled, the marine(s) is left out.

I tried running multiple enter bunker scripts before the bunker is disabled but that will not work. I dont have a lot of experience in this, so could anyone who has seen this before help?
Report, edit, etc...Posted by Red2Blue on 2005-02-11 at 00:30:33
Its not necessarily that,
Its the location size.

If a location size overlaps 2 bunkers at a time, it will break.

Instead, make a StarForge location (make it 1px by 1px) and do triggers with that location.
Report, edit, etc...Posted by chuiu on 2005-02-11 at 00:43:48
Red2Blue, read my post again. If the location is the right size, all the bunkers are disabled properly but some marines may get stuck outside the bunker. However, if the locations are larger, some bunkers dont get disabled.
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