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Staredit Network -> UMS Assistance -> Wrong Explosion timing
Report, edit, etc...Posted by Subrosian on 2005-06-09 at 00:08:01
I'm having some trouble with a battle system I am making for my new map: Mario & Luigi: Superstar Saga 1 ½.

The problem is that in the battle system, the display explosions have different timings, even though I put precisely Wait(750); in between each explosion. And no, there are no other waits running at the same time.

It worked fine in the beginning. The messed-up explosions started happening when I switched from Starforge to Starcraft X-tra Editor Special for re-ordering triggers and it said an error about being unable to get a file from the map (I had sounds), if that possibly makes a difference.

I don't know what is wrong with my triggers; please check my attached map.
Edit: Oh crap. Wrong version, sorry.
[attachmentid=10159]


So far, you are supposed to use the zergling at the bottom left of the map and touch the broodling to activate the battle system. You're supposed to dodge the red explosions that come after the blue ones (which are supposed to come in the same pattern) to avoid getting hurt. And to do a timed hit, you burrow the zergling at the top right once you touch the enemy when it is your turn in battle.
Report, edit, etc...Posted by Undead-Fox on 2005-06-09 at 00:16:39
Well, I would suggest instead of using a wait trigger in between each and every single one of them, use a Death Counter technique. Have like, at 1 Death of 'Unit', the first set explosions, then 2 Deaths of 'Unit', for the second set of explosions, and so on and so on down the line till the explosions are through.
Report, edit, etc...Posted by Subrosian on 2005-06-09 at 01:35:12
Yeah, I thought of that. But I was also thinking of how many triggers that would take, just for one explosion obstacle, and the time it would take to do that blink.gif.

I dunno. I just look for shortcuts when it comes to making maps.

So...is there one?
Report, edit, etc...Posted by in_a_biskit on 2005-06-09 at 03:43:33
The system seems kinda buggy; I consistently get teleported out of the battle, as well as the explosions being inconsistent; and I get a Victory! message before the battle even starts. The screen also gets stuck on an outside area after your first turn, and remains stuck until your next turn.

I think the problem occurs because you have a trigger with a wait action that sometimes runs in the background... I can't find it, but I may be overlooking something.

The problem may also be because the wait actions are being rounded off to the next twelfth of a game second; but i don't think so.

One issue to note with wait actions is that they don't change their timing according to game speed - which means that it's much easier to play on fastest speed, where six seconds will give you the most attacking time, and 750 milliseconds is enough time to move out of the way of the explosions.

Aside: In your triggers for player 1, There is a trigger with no comment which has the condition "Current player has suffered at least 0 deaths of Right Wall Flame trap", which is equivalent to having no condition there at all.
Report, edit, etc...Posted by MarcX on 2005-06-09 at 03:47:23
One trigger for all explosions happening simultaneously is far more professional than one trigger per obstacle. Kk
Report, edit, etc...Posted by in_a_biskit on 2005-06-09 at 04:07:44
In this case, his triggers can be considered perfectly fine. He requires that many actions for each explosion pattern because the explosions occur in many different places at once. He therefore requires that many triggers, because each trigger can only hold 64 actions.

*thinks*

Actually, he could reduce the number of actions needed for the triggers by killing all of the exploding units at the same time instead of having an individual kill action for each, since those units would all be killed anyway, regardless of where the player is. He still needs a large number of actions per explosion pattern, though.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-09 at 08:34:54
My first guess was that you had a force trigger or something that was fireing with a wait blocking it. But then i saw that you have none.

By looking over your triggers I figured it would be possably your "timebeforefight" trigger (first one). But i don't have time to test right now to determan what exactly is going on.

Try putting a display text, create 2 buildings at a location, or something in your other triggers with waits. (so you can tell exactly when it is fireing).

If the wait seems longer than it should its because there is another wait firing, its pretty much a given. First you need to find it.

Good luck i may be able to help you later.
Report, edit, etc...Posted by Subrosian on 2005-06-09 at 18:19:53
QUOTE(in_a_biskit)
The system seems kinda buggy; I consistently get teleported out of the battle, as well as the explosions being inconsistent; and I get a Victory! message before the battle even starts. The screen also gets stuck on an outside area after your first turn, and remains stuck until your next turn.


Hmm, that doesn't happen to me.
Lets see...
I updated it a bit, though I don't know if it concerns those bugs...
[attachmentid=10173]

EDIT:
QUOTE(in_a_biskit)
Aside: In your triggers for player 1, There is a trigger with no comment which has the condition "Current player has suffered at least 0 deaths of Right Wall Flame trap", which is equivalent to having no condition there at all.

I fixed that to require at least 1 instead of zero, and it fixed everything, including the timing issue! Thanks.

Anyways, thanks for the advice and catches there, in_a_biskit.
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