I have a trigger that looks like this:
Conditions:
'Switch 7' is set.
Current player brings exactly 1 'unit' to 'ground.'
Actions:
Execute AI script 'enter transport' at 'dropship.'
Issue order, blah blah.
Basic idea: If you unload a unit, it's supposed to return to the dropship and perform an action.
Here's the problem: The trigger actually does fire, but the unit doesn't go back into the dropship AFTER the first time.
I'm not really asking for help here, I'm asking if anyone has had this problem before. Please don't give me useless advice unless you have faced this before!
I'll attach the map here... If you want to see where the trigger fails, follow these directions:
1. Load the map (single or multi makes no difference)
2. Move your Marine (Intrepid) to the refinery.
3. Talk to the SCV
4. Talk to the SCV again. Unload 'option 1' when the menu comes up.
5. Repeat step 4. The unit now does not load into the dropship.
Feel free to check the triggers in an editor. The trigger in question is the last one in the "All Players" group.
Add the action enter transport to the trigger that fires when the unit is unloaded.
| Trigger |
| Players: |
| ¤ umans |
| Conditions: |
| ¤ Bring at least one marine to Dropship ground |
| Actions: |
¤ Do whatever
|
| ¤ Execute AI Script Enter Transport |
QUOTE(Vindexus @ Aug 31 2004, 03:36 AM)
Add the action enter transport to the trigger that fires when the unit is unloaded.
| Trigger |
| Players: |
| ¤ umans |
| Conditions: |
| ¤ Bring at least one marine to Dropship ground |
| Actions: |
¤ Do whatever
|
| ¤ Execute AI Script Enter Transport |
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Thanks for nothing. THE ACTION IS ALREADY THERE. What's more, it actually works ONE TIME and ONE TIME ONLY. Afterwards, the trigger still works except it SKIPS the script.
Personally, I think it's SC's fault.
YOu don't have a preserve trigger.
Phat, thanks to you, too, for nothing.
You give advice without even looking at the problem. The trigger is obviously preserved (even if not stated directly) because the trigger fires more than once. IT JUST SKIPS THE AI SCRIPT AFTER THE FIRST TIME.
PirateKing seems kranky, I'm not great with solving other peoples problems, but let me look at this stuff...
(Analyzing)
All i do for mine is I create a Seperate Trigge
Conditions:
Switch_(if needed)
Always
Actions:
Run AI script at ___ eneter transport
preserve trigg
Try that
Then When you want the spell or whatever you create a seperate trigg
Conditions:
Switch_(iif needed)
Action:
Bla bla bla
my turn to help you pirate

Since it works fine the first time and you say you have preserve trigger...
Check that the other trigger fireing the switch has preserve trigger or something like that.
Just go check all other triggers linked to the trigger you mentioned.
Sry if I didn't look at the map, your post does not say it was preserved so How was i supposed to know.
The one time I did a dropship thing I had a constant enter nearest transport script running, so whenever I dropped something I didn't need another trigger to run the script, it just ran automatically.
Heh, sorry if I seem cranky, but there are reasons that I will not elaborate on...
On top of those reasons, I can't get this to work despite no flaws in my triggers! Seriously, there are no flaws in the triggers (I know this because the rest of the trigger works, just not the AI Script), yet it doesn't work! I've tested it several times and reviewed each trigger.
The trigger has 2 actions: load unit and order unit move.
It stands to reason that if the 'order unit: move' action fires, then the trigger worked. CORRECT?
If the trigger fires, then, how come the script doesn't work? I'm tempted to blame SC here, but and I'm simply looking for verification before I attempt to redo it.
(The quote box is ugly so I won't use it)
"The one time I did a dropship thing I had a constant enter nearest transport script running, so whenever I dropped something I didn't need another trigger to run the script, it just ran automatically." -- Phatdiddy
That's what I'm going to resort to if indeed the problem lies entirely in the way SC works.
QUOTE(qPirateKing @ Aug 31 2004, 10:34 AM)
"The one time I did a dropship thing I had a constant enter nearest transport script running, so whenever I dropped something I didn't need another trigger to run the script, it just ran automatically." -- Phatdiddy
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That Was ME

I didn't find the cause of the problem, but I found something interesting.
Hehe, it's just walkable null... nothing fancy. I had to put some in there so that I could create a CC with triggers.
I just decided to give up on this. I was going to make it into a concept map, but SC isn't cooperating.
Still, the map has some completed concepts if you want to take a look around, there's some nice stuff I was planning on using.
+/- HP system with actual unit HP instead of a scoreboard or resources
Item slots
Pretty interior designs!
Yeah, I thought those designs were orgasm-enducing, by the way, I thought you once said LoH was gonna be your last project... I'm glad you reconsidered.

Wow, you must really think I'm dumb. Like I've never used a dropship system or something!
O yes, and thank you for not reading a single post in the entire thread. You are a truly a good samaritan.
Ah, sarcasm, i've missed that! Thanks for adding to the culture of this forum!
Oh another note, so i know you've got it Preserve Trigger, and that when such a Switch is set and a unit comes to such a place it enters the Transport. I actually believe it to be a fault where it won't repeat certain Ai Commands, such as you can't make it change the Computer Ai to a harder or easier level, it just doesn't like it!
It likely does the trigger, and instant disables the Ai Script after the first time, since thats how it works when you've not got Preserve trigger, so the rest of it will work fine, and it will be disabled and so ignored!
The only, would be to have it repeated many times, or something similar. I'll think on it a little and give it a try myself.
I'm having trouble just getting to the refinery to test it out

How do you use the items?
EDIT: Figured that one out, so now where's the trigger to load the units back for them? Cause that one works fine

EDIT: Fixed it, copy the "run ai" action and it will work great. I found that you had run it twice (in different triggers) for the item selection, so I made a 2nd copy and put it right under the first action and now everything works fine.
"Fixed it, copy the "run ai" action and it will work great. I found that you had run it twice (in different triggers) for the item selection, so I made a 2nd copy and put it right under the first action and now everything works fine." -- Stereo
I'll try it when I get home... I hope it works because this is driving me mad.
"It likely does the trigger, and instant disables the Ai Script after the first time, since thats how it works when you've not got Preserve trigger, so the rest of it will work fine, and it will be disabled and so ignored!" -- Coko
Yea, I think there's something wrong with way the AI scripts are run. I've had the 'Junkyard dog' AI mess up on me countless times already, so it would come as no surprise to me if this is just another problem with the AI. How annoying!
QUOTE
You give advice without even looking at the problem.
Finally someone agrees with me
QUOTE
"Fixed it, copy the "run ai" action and it will work great. I found that you had run it twice (in different triggers) for the item selection, so I made a 2nd copy and put it right under the first action and now everything works fine." -- Stereo
I'll try it when I get home... I hope it works because this is driving me mad.
"It likely does the trigger, and instant disables the Ai Script after the first time, since thats how it works when you've not got Preserve trigger, so the rest of it will work fine, and it will be disabled and so ignored!" -- Coko
Yea, I think there's something wrong with way the AI scripts are run. I've had the 'Junkyard dog' AI mess up on me countless times already, so it would come as no surprise to me if this is just another problem with the AI. How annoying!
Yea, something is messed up and AI scripts have a tendancy to act erratically. There was a thread on this a while ago, and I remeber this being talked about. Perhaps we should study it farther.
QUOTE
Yea, something is messed up and AI scripts have a tendancy to act erratically. There was a thread on this a while ago, and I remeber this being talked about. Perhaps we should study it farther.
" farther"
Its Further, anyhow.
I doubt you could test it too much...