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Staredit Network -> UMS Assistance -> Triggers Not Executing Properly
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-19 at 23:06:06
I'm having a frusterating issue with a map I started today, I'm hardly done with one of the six players, and something went terribly wrong.

This game involves casting spells, so it involves a mana(gas) regeneration trigger, and a spell that when you get a certain amount of kills you get minerals, here is where the trouble comes in.

It seems when I kill a creature with a large amount of points (such as an ultralisk), as those points turn to minerals, my mana does not regenerate.

Not only that, I have one spell set to spawna a unit, and remove it in 700 Miliseconds, but I timed it and it wasn't removed for 22 seconds.

I have the map hosted at:
http://www.mattgriffin.org/madness.scm
Please take a look, I need help because If it has this many problems with one player then when I get six I will have some terrible issues.
Report, edit, etc...Posted by KaboomHahahein on 2005-03-19 at 23:22:29
Do you have hypper triggers in it? If so it could be creating wait block. Give them to a player with no waits and put the hypper triggers at the bottom of the triggers list.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-19 at 23:50:17
QUOTE(KaboomHahahein @ Mar 20 2005, 12:22 AM)
Do you have hypper triggers in it? If so it could be creating wait block. Give them to a player with no waits and put the hypper triggers at the bottom of the triggers list.
[right][snapback]168506[/snapback][/right]


hypper triggers?

ADDITION:
QUOTE(Glutton @ Mar 20 2005, 12:28 AM)
hypper triggers?
[right][snapback]168518[/snapback][/right]


Wait wait, Alright I see. But now I have a question about the hyper triggers.
Trigger
Description:
Hyper Trigger
Players:
¤ Computer
Conditions:
¤ Always
Actions:
¤ Wait 0
¤ Wait 0
¤ etc
¤ preverse


Is this how it should look? Goes to a computer and always executes? Im confused?


ADDITION:
With the hyper triggers used as posted above, I still have the same problems, a 100 milisecond wait is about a 15 second span. The only difference is when I kill someting the mineral count flys up much faster.
Report, edit, etc...Posted by KaboomHahahein on 2005-03-19 at 23:54:29
I said hypper triggers could be the problem. Making it won't solve it. Yeah you minreals go up faster because the trigger excecute a lot faster. Also posting your map here might help us...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-19 at 23:55:17
QUOTE(KaboomHahahein @ Mar 20 2005, 12:54 AM)
I said hypper triggers could be the problem. Making it won't solve it. Yeah you minreals go up faster because the trigger excecute a lot faster. Also posting your map here might help us...
[right][snapback]168537[/snapback][/right]



I did post my map, look at the bottom of my first post!
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-20 at 04:00:20
QUOTE(KaboomHahahein @ Mar 19 2005, 10:22 PM)
Do you have hypper triggers in it? If so it could be creating wait block. Give them to a player with no waits and put the hypper triggers at the bottom of the triggers list.
[right][snapback]168506[/snapback][/right]


Would people stop assuming hyper triggers is the cause of everyones problems.

Glutton: little pet peave of mine, The triggers always Execute properly, you just don't understand how there supose to execute so you think it is wrong.

For your first problem I'm not sure why you expect your mana to regenerate any differantly than it would normally from the 'Mana Recharge' trigger.
In your 'Kill Action' trigger you add 100 minerals but not any gas.

Your second problem is alot more complicated. Basicly your problem is your 'Mana Recharge' trigger. The wait in that trigger can cause major problems, this is because only one wait can exicute per player at any time. Your Mana Recharge trigger is owned by players 1-6 and fires all the time, due to the always condition, therefore all other waits in triggers owned by players 1-6 can't fire until the 'Mana Recharge' trigger is done. You will need to find a differant way to make this trigger on a time delay.
A Death Counter , a Unit walk, or running the trigger for an excluded player are your options. I don't want to get into those but i would suggest the Death Counter. (we have tutorials)

Also beware of your 'Chain Kill Bonus' trigger for the same reasons. Its extreamly hugh wait can mess up the other waits for that player if they happen to run at the same time.
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