Staredit Network

Staredit Network -> UMS Assistance -> bound problem
Report, edit, etc...Posted by phlemhacker99 on 2005-02-25 at 22:09:20
if you will look at the pattern of the exploding archons you will see that about every third blow up they will blow up at the same time. How do you solve this. i have tried many things but none have worked so far.
Report, edit, etc...Posted by greenreaper on 2005-02-25 at 22:45:06
Well, I took a quick look inside the bound and saw that you used a different slightly more complicated method. Instead of using switches for explosion, just make that particular level into ONE trigger.....
Report, edit, etc...Posted by LethaL on 2005-02-25 at 23:11:39
I disagree GreenReaper. If he wants a level that would require over 64 Actions, his method (I think) is better (I can't open the map for some reason). blink.gif
Report, edit, etc...Posted by DevliN on 2005-02-25 at 23:25:55
I can't look at the map right now, but based off of Green's analysis I'd have to say that your problem is the fact that you split up your triggers. Just put the explosions into one Create/Kill/Wait/Repeat trigger and then see if it works or not.
Report, edit, etc...Posted by phlemhacker99 on 2005-02-25 at 23:26:41
I didn't use anything but special mode and star forge for terrain. Can any of you tell me what this other method is greenreaper was talking about?
Report, edit, etc...Posted by KaboomHahahein on 2005-02-25 at 23:28:55
I can't play the map right now but I looked at the triggers.

The dark archon wait is 400 milliseconds wait.
The Archon's wait is 700 milliseconds wait. (I might have switched the two waits around)

I think that might be the problem eventually it might lead up to all blow up at the same time.

ADDITION:
There is already a bound called mini bound out there.
Report, edit, etc...Posted by DevliN on 2005-02-25 at 23:36:56
Greenreaper and I were talking about making bound triggers like everyone else:

Trigger
Description:
Bounds
Players:
¤ Neutral or Computer Player
Conditions:
¤ Switch 1 is Set.
Actions:
¤ Create 1 Protoss Archon at LOCATION1.
¤ Kill all any unit for all players at LOCATION1.
¤ Create 1 Protoss Archon at LOCATION2.
¤ Kill all any unit for all players at LOCATION2.
¤ Create 1 Protoss Archon at LOCATION3.
¤ Kill all any unit for all players at LOCATION3.
¤ Wait for 500 miliseconds.
¤ Create 1 Protoss Archon at LOCATION4.
¤ Kill all any unit for all players at LOCATION4.
¤ Create 1 Protoss Archon at LOCATION5.
¤ Kill all any unit for all players at LOCATION5.
¤ Create 1 Protoss Archon at LOCATION6.
¤ Kill all any unit for all players at LOCATION6.
¤ Wait for 500 miliseconds.
¤ Preserve trigger.


Basically you put all the create, kill, and wait triggers in one trigger and use switches to set them.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-26 at 00:49:26
Small comment: map is huge in kb.

Actually, the waits cause this to happen. As you see, when a wait initiates, it causes the SC engine to scan all triggers to see if their conditions are fulfilled and runs them if they are. If there is a wait inside the second trigger, it will wait until that is then before finish the first wait in the first trigger. And since there is a wait at the dark archons, it will cause the second trigger to run, and wait, and when that finishes, wait for the first wait to finish, then repeating with the first trigger again.

In conclusion I'm basically saying:
It's the waits causing the problem.

Try using this map for reference:
http://www.staredit.net/index.php?download=2195
Report, edit, etc...Posted by phlemhacker99 on 2005-02-27 at 19:29:24
So take the waits out and use switches?
Report, edit, etc...Posted by LegacyWeapon on 2005-02-27 at 21:06:22
Keep the waits in but use switches at the end of the waits so that the trigger will only run after the wait has been completed and the switch is set.
Report, edit, etc...Posted by phlemhacker99 on 2005-02-28 at 23:48:45
What would the trigger look like?
Report, edit, etc...Posted by LegacyWeapon on 2005-02-28 at 23:52:27
Conditions:
'Level 1' is set
'Level 1a' is cleared
Actions:
Explosions here.
Wait here.
Set switch 'Level 1a'
Preserve trigger.

Conditions:
'Level 1' is set
'Level 1a' is set
Actions:
Explosions here.
Wait here.
Clear switch 'Level 1a'
Preserve trigger.

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