Staredit Network

Staredit Network -> UMS Assistance -> Why doesn't it work in single player?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-05 at 08:57:06
I'm making an RPG map and when trying the map on my own I can't get it to work in single player. But when I start a multiplayer game it works just fine ?

It's suppose to be a hero selection in the beginning of the map, you own a civilian and there are 4 beacons with locations on them.

When you select one of them it's suppose to remove the civilian and the beacon for that player and center screen on another location creating the unit.

At the same time it gives you the corresponding upgrade buildings at another location.

This is kinda' off topic i think but the players (1-4) is only supposed to be able to select one specific hero, for example player 1 choose dark archon, now player 2 can only choose between the other 3 heroes.

The trigger's that's not working is something like this:

Trigger owned by player 1
Conditions:
Player 1 brings exactly 1 civilian to location X
Actions:
Kill all civilian for player 1
Remove all Beacon at location X
Set switch Y

Trigger owned by player 1
Conditions:
Switch Y is set
Actions:
Display for current player "You have selected..."
Center view for current player at location X
Create 1 "Unit" for player 1 at location X. Apply Properties
Give all buildings owned by player 8 at location Z (upgrade buildings) to player 1

(Maybe I'm overdoing it with the trigger explanation? happy.gif)

When I try it in single player, the beacon is removed and the civilian is killed as it should, then the display message "You have selected..." appears wich leads to my conclusion that the switch is working and the first trigger seams to be fine?
But nothing else happen's no screen movement or nothing...

But why doesn't the second trigger follow through all the way?

It doesn't really matter if I get it to work or not, you can still play it by yourself offline. Just start a multiplayer game and select LAN and play it! tongue.gif

I'm just curious as to why this happen's?

EDIT: Haha you are SO right U_Bolt sad.gif sorry about this messy post...I hope this is better.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-05 at 09:40:33
You need to make sure you say all the triggers as there said in staredit. Also tell us what the trigger is suppost to do if it works properly. Oviously your trigger is messed up so we can't determan what your trying to do by reading that.

first off include the player that owns each trigger. secondly some triggers descriptions are incompleate Like this one
"Give all buildings owned by player 2 at location Z (upgrade buildings)

You didn't include who you give the building too. These Kinds of things can make a big differance.

(im in class now so i can't elaborate too much)
<hr>Edit:
Ok guess to why your second trigger would not fire is because you have a wait after “display text”. If you see a display text message then that means that trigger is firing for you and Center screen would show up to. But a wait block could delay the rest of the trigger (if you have hypers or a long wait somewhere).

If one action of a trigger fires the rest HAVE to fire, but there are certain things that may make it hard to tell if your trigger is actually firing or not. The most common mistakes are 1. People think the trigger fires when it doesn’t (not your problem, unless you have another trigger with the exact same display text for that player) 2. A wait block prevents the rest of the trigger from completing. And 3. Another trigger or action undos the actions of the trigger making it appear as if nothing happened at all.

Out of these 3 things the only thing that makes since is the 2nd one. It can’t be the first because you see the display text and if you see a display text you know the trigger is firing for you. And it can’t be the third one because the center screen would always work if the display text does. The other actions could be undone but it is unlikely in your situation.

Anyways if you do have a wait in that trigger (and you need it) then you need to delete your hyper triggers and remake them. That will put your hyper triggers at the end of trigger order list giving all other waits priority to fire first. If this does not solve the problem i would need to look at the map personaly.

Also you should do your testing on battle.net even if your playing by yourself. Some triggers (specificly the center screen) act differant on battle.net than they do in single player. Don't test single player unless your making your map to be played in single player mode.

Anyways since most people are more inclined to find a simple solution rather than figuring out what exactly went wrong I’ll tell you the way I would do the trigger.

Players:
-Player 1
Conditions:
-Current player brings at least one civilian to location X
-Player (unknown player) brings at least one beacon to location X (this condition prevents other people from selecting this unit)
Actions:
-Kill all civilian for current player
-Remove all beacon for (unknown player) at location X
-Display Text for current player “You have Selected ...”
-Create 1 “Unit at “location Y” for current player, Apply Properties (I assume this location is different from location X)
-Center view for current player at location Y
-Give all buildings owned by player 8 at “Location Z” to player 1.

The switch you use is unnecessary because the second trigger would fire directly after the first one occurs. Its actually a potential cause for error if other players use the same switch. Anyways Im going to assume you each player has there own set of buildings, rather than having like a upgrade area where you have a single set of buildings given to the player in the upgrade zone.

Hope this helps Good luck,
Bolt_Head
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-05 at 12:28:45
I remade my hyper triggers and it works just fine! tongue.gif

I like to be able to test my maps in single player so i can cheat and don't have to modify the map everytime i wanna test something or see if something is working outside of my vision....

QUOTE
Anyways Im going to assume you each player has there own set of buildings, rather than having like a upgrade area where you have a single set of buildings given to the player in the upgrade zone.


I'm not sure what you said here but I think I do. Do you mean that I should have all players owning separate buildings and maybe remove the other ones when the player select's a specific unit.

Why not have the computer own the buildings and give them to the player?
I think this looks more nice and this is what I have at the moment.

Oh and about the switch, I know it's unnessesary but I had already made all the triggers when I realized what a fool I was tongue.gif (Thinking about cleaning up the triggers a bit now hehe)

Thank you for the help! Going to continue work on the map now...
(took a break watching the hockey game biggrin.gif)

EDIT: Can you do the trigger like you suggested and set the owner for the trigger for players 1-4 and it works for all of them without other players being able to select the same hero?
Report, edit, etc...Posted by PCFredZ on 2004-05-05 at 13:44:29
if you need help with an rpg, posting help on a forum may be too hard, as words suddenly get harder to understand when read. an alternative solution is download some other rpg maps in the download section (i really don't need to post the link, look in upper right corner of this page), open it with mapedit, and look at how those triggers are done. even if you can't find a solution, it may give you good ideas to include in your map. a cave here is that a LOT of people don't organize their triggers, so it could turn out to be a simple waste of time. however, i'd say it's worth the risk.


i wouldn't call it "stealing", after all, it's how bill gates got the windows interface from mac, right?


QUOTE
Can you do the trigger like you suggested and set the owner for the trigger for players 1-4 and it works for all of them without other players being able to select the same hero?


Players:
All Human Players (put em in the same Force)

Conditions:
Current player brings 1 Civilian to "beacon location"
"Player that owns the beacon" brings 1 Beacon to "beacon location"
Any other conditions

Effects:
Remove 1 beacon for "Player owning beacon" at "beacon location"
Create 1 "hero" for current player at "hero spawning location"
Any other effects




Lastly, FYI, in single player a "center view" trigger moves the screen to the location and executes the next effect AFTER the screen is centered. In multiplayer the screen is centered on the location instantly. Also in single player a center view effect also centers the mouse pointer to the center the screen, unlike multi.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-05 at 13:47:13
QUOTE(ANaTHeMA @ May 5 2004, 11:28 AM)
QUOTE
Anyways Im going to assume you each player has there own set of buildings, rather than having like a upgrade area where you have a single set of buildings given to the player in the upgrade zone.


I'm not sure what you said here but I think I do. Do you mean that I should have all players owning separate buildings and maybe remove the other ones when the player select's a specific unit.

Why not have the computer own the buildings and give them to the player?
I think this looks more nice and this is what I have at the moment.

About the buildings. I think your doing it fine. You have one set of buildings for each player (owned by the computer) right? And when they pick a hero they get there set of upgrade buildings.

QUOTE
EDIT: Can you do the trigger like you suggested and set the owner for the trigger for players 1-4 and it works for all of them without other players being able to select the same hero?


Only if all of your heros are spawning at the same location. If each player has a seperate "location Y and Location Z" then you can't just have one trigger that does it all. Unless you understand trigger order well enouth to make sure the location you use moves to the right area before each trigger fires.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-05 at 17:54:54
Thanks all for the info, got it all down by myself though tongue.gif

Ya I've seen lot's of rpg maps etc. I'm just asking too many unnecessary questions I can figure out by myself playing around with the editor huh.gif

Sorry about that pinch.gif

The map is kinda like rpg/special forces...
That's the idea anyways let's see how it turns out wink.gif
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