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Staredit Network -> UMS Assistance -> Triggers all screwed up in RPG w/ waits
Report, edit, etc...Posted by Neiji on 2004-09-12 at 18:55:55
Okay, There's this problem with my map. This trigger won't work when u defeat an enemy, and the battle will get screwed up after the first battle.

My friend said there are too many waits on triggers. Don't play the map, look at the triggers, unless you found out what's wrong.

And PLEASE DON'T tell me nothing is wrong, because there is something wrong, and the battles are getting screwed up. Don't post any garbage here too. I need help badly.
Report, edit, etc...Posted by @:@ on 2004-09-12 at 19:23:15
I knew what your problem was before I downloaded the map, I just had to be sure.


You can't have your hyper triggers owned by a player that uses waits. To fix this, change all your hyper triggers to be owned by a player that won't use ANY waits (preferrably a computer player)
Report, edit, etc...Posted by Neiji on 2004-09-12 at 19:46:13
K Thanks, but I dunno if this is the problem, cuz sometimes this happened before I used Hyper Triggers.

ADDITION: Nope, it still does that. Please fix the problem yourself and then tell me if it works. The problem popps up when u beat the first battle, and then it doesn't say "enemy has fallen in battle" and goes right to "YOU WIN", and the battles after that get screwed up.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-13 at 00:51:54
Let me install Starcraft and then i'll take a look at the map.

Edit: 30 minutes later...

Well i have taken a look at your triggers, haven’t played but i can tell already that im going to need ALOT of help from you if you want me to figure this out.

Basically it is very difficult to jump into a bunch partly commented triggers and find a error you barely understand in the first place.

Here is some basic information about waits that might be helpful to you.
-Whenever a wait of any leanth is executed in a trigger all other triggers will be checked. The trigger firing the wait will immediately start to check the conditions of other triggers and executing there actions as if those triggers were placed before that wait action. The triggers will be checked starting with the first trigger following the trigger with the wait. Then continuing down the list in the normal trigger order, proceeding to check all the remaining players. After it reaches the end it will seamlessly start up at the beginning and check continue though the list until it stops at the trigger that ran the initial wait. This is important to you because you are using many switches and things that rely on trigger order, The waits can allow triggers to fire you wouldn't expect to because of a switch.

The second part about waits you need to know is this. When the triggers are being checked as an effect of a wait, no other wait actions can fire. The actions leading up to the wait in those individual triggers will fire but since only one wait can run at a time (per player), then they must wait for the initial wait to finish. After the initial wait has finished more than one wait may be active and ready to fire. The wait that fires will be the one earliest in the trigger list (highest priority). When it doest fire all other triggers are checked again causing one hell of a mess. (keep in mind that a single trigger cannot start again until it has finished.) This wait stuff is complicated censored.gif and you only made it worse with a maze of switches.

Anyways enouth of my trigger lesson and back to what you need to do.

First off i would make a back up copy of your map incase these ideas mess up bad. this is where we try the "shot in the dark" method or guess and check.

-First i would suggest going though all your triggers relating to your battle sequence in anyway. Move all actions involving switch like functions to the top of the actions list (or at least so no waits are above it). So when you modify your character health’s or change the state of a switch that needs to be before any waits. What This will do is make sure that NO other triggers will fire unexpectedly part way though the process of the trigger.
-Second, if the above didn't work go ahead and remove ALL waits from your triggers. This most likely will not be acceptable layout in the way of timing but we may be able to determine if the problem is directly a result of waits or just a planning error. Of course this could also cause problems depending on what you use the waits for. It looked like to me all or most of your waits are there to delay a display text, wav, or center screen. Things of that nature.

Anyways if those two things fail, This is what i need you to do for me.
-Define the use for every switch you have used. (you have way to many)
-Define the uses of all counters (minerals, ore, deaths, custom, kills)
-Describe in words your basic battle system, (the way you intend it to be). Like if your were describing the battle system to someone who hasn't played the map, who doesn't know or care about triggers.

This should help me mentally determine your train of though about the triggers and, view them in the way you intend them to fire. If you wish you can contact me on aim ( Neal64 ). I’m not on that much anymore cause of school but chatting directly do you would allow me to get a lot more done.

Good Luck on your map - Bolt_Head

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Phwww thats been my longest post in a while.
Report, edit, etc...Posted by Neiji on 2004-09-13 at 17:07:51
Thanks, Bolt Head, I'll try it ur way.

And, this map is about a battle system where you have minerals for health and vespene gas for enemy's health. The battles will be slow, but if this battle system doesn't work, I'll switch to Final Fantasy style where the enemies constantly attack you.
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