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Staredit Network -> UMS Assistance -> Create Unit Time Limitations - Advanced
Report, edit, etc...Posted by Drakiel on 2004-09-24 at 06:17:01
ALright, I'm making a game called BUnker Domination (who cares?)
Straight to the point.
There are 20 bunkers, once destroyed by a player, it respawns and is commandable by the killer.
There's a countdown timer for each player set in GAS. (210 gas each reset)
Yes, Hyper Triggers are used.
So it takes ROUGHLY 21 seconds in order to hit 0 (zero) gas.

Always - Subtract 1 gas for players - preserve trigger

When 0 gas hits.
Each player gets 1 men at each bunker for each bunker they own.
Gas gets set to 210 again

Each bunker is a seperate trigger.

HERE'S THE PROBLEM:
Out of 20 bunkers, only the first 15 bunkers in the triggers listing are respawning.
When gas timer hits 0, all 20 bunkers should respawn.
But for some reason, the delay in the CREATE trigger, can only manage to respawn 15 men - before the gas is set back to 210 and the countdown restarts.

Create trigger has a slight delay
Set Resource has less delay than Create
Switch trigger is instant

Any solutions as to how to get all 20 respawns within that time frame, before the gas is set back to 210?


HERE'S WHAT I'VE TRIED...
-I figured a switch would work... but switches are instantaneous, so there's no hope in delaying the "gas reset timer" trigger...
so I figured anything can be a switch, so I created a burrowed ling as a switch, since the create trigger has a delay... I created a ling, AFTER all respawns should be created, and after gas is reset.
But gas only resets if ling is created... thereby causing a delay
NO CIGAR!!!

-Tried to just do the 'ol fashioned newbie "WAIT TRIGGER" before gas is reset... tried 250mil sec, tried 500mil sec, nope, still no change.
NO CIGAR!!!

-And other stupid not-even-worthy-of-mentioning ideas.

ANY HELP!!!!
Post here, or Email me at RomeoI_I_I@yahoo.com
Thanks for your time, in advance!!!

Drakiel


ADDITION: Oh, and also, I have an itch on my bum...
And my hands are glued together.
And I can't reach my bum with my hands, elbows, or bend my leg/foot back without my hands.
Also, there's no rough surface to rub against, and I have my pants on anyway.
And I can't unzip them without my hands.
And I stepped in crap today.

Help!!! Thanks.

-Drakiel
Report, edit, etc...Posted by @:@ on 2004-09-24 at 09:17:22
PM or post your map and I will look at it when I get home.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-24 at 10:32:21

Trigger
Description:
trigger 1
Conditions:
¤ start game
Actions:
¤ Set gas to 210
¤ Set deaths for Cantina to 0


Trigger
Conditions:
¤ Deaths of Cantina is 0
¤ Gas is at least 1
Actions:
¤ Subtract 1 Gas
¤ preserve trigger


Trigger
Conditions:
¤ Deaths of Cantina is exactly 0
¤ Gas is exactly 0
Actions:
¤ Set Deaths of Cantina to 1
¤ Prserve Trigger


Trigger
Conditions:
¤ Deaths of cantina is exactly 1
Actions:
¤ put respawn actions here
¤ preserve trigger


Trigger
Conditions:
¤ respawn is done
¤ Deaths of cantina is 1
Actions:
¤ Set Deaths of Cantina to 2
¤ preserve trigger


Trigger
Conditions:
¤ Deaths of cantina is 2
Actions:
¤ Set Gas to 210
¤ Set Deaths of cantina to 0
¤ prserve trigger


Should work.
Report, edit, etc...Posted by Vindexus on 2004-09-24 at 10:53:56
That should work, but how are you going to do the "respawn is done" condition?

Here's what I think is wrong, are you trigger perhaps out of order? If you have 15 respawn triggers, then the reset gas trigger, then your other 5 respawns, those last five won't work.
Report, edit, etc...Posted by Drakiel on 2004-09-24 at 14:42:38
WHat is to Specify that "Unit Respawn is done" ?

So basically, it seems like you're using,
instead of:
-CREATE UNIT as a switch,
-Swtich as a switch (duh),
You're using Death Counts as a switch.

I think it was all good until "when unit respawn is done".
Because the actions are the same as what I have, only without death counts.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-24 at 14:51:15
What you want is something which makes sure it doesn't restart before everything is respawned, i would advise therefore using a stop command for the reset, just a count on Minerals maybe, or a death count, like Battle did, but just one, which allows you to start and finish.

Have it so to subtract, or reset it will be 0, while you run your trigger to respawn it goes to one, and then afterwards it will go to two, and at two get set to 0 again. This is because i think you've got it in multiply triggers for the respawn and so you want them all to process, because with it at hte end of one trigger going back to zero it will not work.

Or else make it set to twenty and for each respawn trigger, subtract one and it will get back to zero...ignoing the one amount.
Report, edit, etc...Posted by Drakiel on 2004-09-24 at 15:32:45
Well I understand what you are saying Coko... but I can't really think of a way to say when the "respawns" are "completed"

Since respawns don't happen all the time.
They only happen when a player OWNS that bunker.
P8 is neutral, and when P8 owns it's own bunker, nothing can respawn.

So I can't just add: "Respawn complete" to a respawn trigger, since all are unified, and they only activate at certain times.

Is anyone CONFUSED by this?
I am VERY VERY Weary to send my map to people,
but I figure Staredit.net would help me out if someone steals it from me.
Let me know and I can show you what I have done so far.


I can still play around with you guys' ideas though, for now.

GAME NAME: Bunker Domination
Report, edit, etc...Posted by Tuxedo Templar on 2004-09-24 at 15:38:58
You don't need that whole "respawn done" crap. Have the timer triggers belong to only ONE player (permenant comp/neutral player), then when the gas timer is 0 set a switch, death counter, add a mineral, custom score, whatever you want for each HUMAN player, and reset the counter. Then make another set of triggers for the humans when their switch/counter/mineral/score/etc is set to spawn at their bunkers, clear that switch/counter/score/etc, preserve trigger, and go off and make some chilli dogs to celebrate.

Make sense?
Report, edit, etc...Posted by Drakiel on 2004-09-24 at 15:46:39
QUOTE(Tuxedo Templar @ Sep 24 2004, 07:38 PM)
You don't need that whole "respawn done" crap.  Have the timer triggers belong to only ONE player (permenant comp/neutral player), then when the gas timer is 0 set a switch, death counter, add a mineral, custom score, whatever you want for each HUMAN player, and reset the counter.  Then make another set of triggers for the humans when their switch/counter/mineral/score/etc is set to spawn at their bunkers, clear that switch/counter/score/etc, preserve trigger, and go off and make some chilli dogs to celebrate.

Make sense?
[right][snapback]78253[/snapback][/right]



Well yes and no - SORRY I'M MAKING THIS SO DIFFICULT FOR YOU GUYS...

The whole reason that triggers belong to each player, the gas countdown timer for each player, is so that each player can see a visible count-down timer for bunker respawn.

Basically doing this way will repeat what I have already done.
"switch off"
"respawn units"
AFTER respawn units triggers:
"switch on"
"reset gas"
"switch off"

Again, that won't work, because for some reason, ONLY 15 BUNKERS/UNITS can be respawn at a time before the switch is activated.

The CREATE unit has a delay, and "switches, death counters, etc" respond too fast.
So before all units are respawned, the triggers practically SKIP all bunkers from 16-20, and move on to the "deathcounter/switch" that you told to activate "after units are respawned"

Get it? Or am I losing you guys? and myself ;op

Try it yourself guys, if you have the time, I'll try it myself later aswell, but do this:
Have a trigger create 1 unit, at 20 location.
20 different triggers.
Now have them all respawn when (any)timer = 0.
Then reset

By the time triggers read that the timer is at ZERO (0), only 15 units can be created before it resets back.

Thanks again, and I'll keep trying.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-24 at 16:18:01
Attach the map, and i'll look at it myself, don't worry it won't get stolen, or just remove most parts that don't matter if you care too much...
Report, edit, etc...Posted by Deathknight on 2004-09-24 at 19:39:23
Try this.

Have a pre-placed zergling(burrowed) at each bunker location owned by player 9. Then make 1 location the size of a bunker anywhere(named: "bunker to"), a small terrain piece off the map the size of a bunker, and a location over that(named: "bunker from").

Then try these triggers.


Trigger
Description:
Controll Bunker Creation
Players:
¤ Player ?(Make it ONE player only and have this on hyper triggers)
Conditions:
¤ If 'Current Player' has suffered at most '0' deaths of 'cantina'.
Actions:
¤ Create '1' 'Bunker' at 'bunker from' for 'player 9'.
¤ Set deaths of 'cantina' to 1.
¤ Preserve Trigger.



Trigger
Description:
Bunker "Creation"
Players:
¤ Player ?(Make it ONE player only and have this on hyper triggers)
Conditions:
¤ If 'force 1' accumulates 'at most' '0 gas'.
¤ If 'Whatever player was in the last one' has suffered 'at least 1' deaths of 'cantina'.
Actions:
¤ Move location 'bunker to' on 'zergling' owned by 'player 9' at 'Anywhere'.
¤ Give 'at most' '1' 'zergling' owned by 'player 9' at 'bunker to' to 'player 10'.
¤ Move 'at most 1' 'bunker' from 'bunker from' to 'bunker to'.
¤ Set deaths of 'cantina' to '0' for 'player that was in the last trigger'.
¤ Preserve Trigger.



Trigger
Description:
Bunker & timer controll
Players:
¤ Player ?(Make it ONE player only and have this on hyper triggers)
Conditions:
¤ If 'player 9' owns 'at most' '0' 'zergling'.
Actions:
¤ Give 'all' 'zergling' owned by 'player 10' at 'Anywhere' to 'player 9'.
¤ Set resources for 'force 1(or whatever player is keeping count)': Set to '210 gas'.
¤ Preserve Trigger.



ADDITION: Oh yea,
locations used: 2(You could do 1 if you made a small change and added another unit)
triggers used: 3

ADDITION: AND if it doesn't work then try a different way using an observer or something. I don't think observers owned by players 9 or 10 move all over the place. If that won't work use a disabled science vessel.
Report, edit, etc...Posted by RexyRex on 2004-09-24 at 20:16:28
This could be one of those, "Why the ƒuck didn't I try this before" triggers.
...Basically, re-do the hypers.
Report, edit, etc...Posted by Drakiel on 2004-09-25 at 03:11:07
BUMP!!!! ;op
YEs still no solution, though input has been... interesting so far.
RESPAWN!!!!

ADDITION:
QUOTE(RexyRex @ Sep 25 2004, 12:16 AM)
This could be one of those, "Why the ƒuck didn't I try this before" triggers.
...Basically, re-do the hypers.

[right][snapback]78406[/snapback][/right]

ALright, I'll try that....
I actually thought about that "Maybe I put too many or too little hyper triggers (I put 5-7? I forget)" but I completely forgot to test that.
Thanks...
I JUST Tested that on my map, nope, no cigar!

Still no solution guys... Again, I'm still not giving up! Bunker Domination WILL BE MADE!!!
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-25 at 11:36:16
Argh! noobs and hypertriggers. You need 3 hypertrigger Wait 0 triggers owned by one player who does not have any other wait triggers!.
Report, edit, etc...Posted by Drakiel on 2004-09-25 at 12:16:50
QUOTE(DT_Battlekruser @ Sep 25 2004, 03:36 PM)
Argh! noobs and hypertriggers.  You need 3 hypertrigger Wait 0 triggers owned by one player who does not have any other wait triggers!.
[right][snapback]78702[/snapback][/right]


Wow, thank you for that imput DT_Battlekruser!!!
Very helpful, ROCK ON!

But that didn't do crap to solve my problem.

Thanks though, to be honest I didn't know hyper triggers belong to p1 only.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-25 at 12:50:22
They don't have to be owned by Player 1, just ONE PLAYER instead of a force. My HT point was if you do the right things with HTs and it doesn't fix it, your HTs are nto at fault.
Report, edit, etc...Posted by Drakiel on 2004-09-25 at 13:08:41
QUOTE(DT_Battlekruser @ Sep 25 2004, 04:50 PM)
They don't have to be owned by Player 1, just ONE PLAYER instead of a force.  My HT point was if you do the right things with HTs and it doesn't fix it, your HTs are nto at fault.
[right][snapback]78715[/snapback][/right]


Alright, yea it's all done correctly. HT's are done right, given to player 6 neutral...
Anyway, still no solution to this respawn problem... (reread initial, top post from me for a reminder of my goal and my prolems!)
Report, edit, etc...Posted by .Coko[CK] on 2004-09-25 at 13:21:34
I can't see what the damn problem is with your triggers, and therefore can't help you, just maybe have another Counter the background which activates when you are about to reset things and so stops the bunkers being missed, and then once it reaches a level you continue...
Report, edit, etc...Posted by Drakiel on 2004-09-25 at 14:25:25
BUMP
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-25 at 19:21:39
Please stop bumping It is bad for your SEN life insurance. I don't see what is wrong with my method.
Report, edit, etc...Posted by Drakiel on 2004-09-25 at 23:42:08
QUOTE(DT_Battlekruser @ Sep 25 2004, 11:21 PM)
Please stop bumping  It is bad for your SEN life insurance.  I don't see what is wrong with my method.
[right][snapback]78908[/snapback][/right]


The problem with your method, from what I can see, is that there is nothing to tell the triggers WHEN the respawning is done.
You can't simply say "when the last bunker creates a unit/sets switch" because... that bunker might not be owned. So it may just be skipped, as a trigger.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-26 at 01:43:18
It's your respawn system, Mr. Adnavced so build it in a way you can detect that it's done.
Report, edit, etc...Posted by IsolatedPurity on 2004-09-26 at 08:35:44
I got it!

Trigger
Description:
Start First Timer
Players:
¤ Force 1
Conditions:
¤ Always
Actions:
¤ Set Timer to 62



Trigger
Description:
Timer Reaches 0
Players:
¤ Force 1
Conditions:
¤ Timer equals 0
¤ Switch check bunkers clear
Actions:
¤ Set Switch (check bunkers)



Trigger
Description:
Counts # of bunkers able to spawn
20 Triggers... for each X (1 - 20)
Players:
¤ Force 1
Conditions:
¤ Force 1 Commands X bunker
¤ Switch (check bunkers) is set
¤ Switch (spawn units) is clear
Actions:
¤ Set Switch (spawn units)
¤ Set deaths catina to X



Trigger
Description:
If players control no bunkers
Players:
¤ Force 1
Conditions:
¤ Force 1 Commands 0 Bunkers
Actions:
¤ Set Timer 60
¤ Unset check bunkers




Trigger
Description:
Spawn Unit Y
80 Triggers (already there, just need modification)
Players:
¤ Force 1
Conditions:
¤ Current player brings 1 bunker to bunker X
¤ Switch (spawn units) is set
¤ Switch (spawn 1) is clear
¤ Current Player commands 1 dark templar at Unit Chooser Location Z
Actions:
¤ Create Unit Z
¤ Subtract 1 deaths of catina
¤ Set Switch (spawn 1)



Trigger
Description:
End Spawn
Players:
¤ Force 1
Conditions:
¤ Catina deaths = 0
Actions:
¤ Set timer to 60
¤ Unset switch (check bunkers)
¤ Unset switch (spawn units)
¤ Unset switches (spawn X)

(unset switches in the specfic order not to retrigger prevous triggers)

Anything wrong with my logic? Other than it's bulky.
Report, edit, etc...Posted by Deathknight on 2004-09-26 at 08:45:33
You realize my way of doing it was pretty good... yet I don't think you understand it at all.
Report, edit, etc...Posted by IsolatedPurity on 2004-09-26 at 08:58:38
You used cantina as a 3 way switch... and didn't give any way to tell when the respawn was actually done though... drakiel fed this logic more than you did... not trying to put your post down, I know you could get it to work... But your love for cantina is why I'm using it as a counter smile.gif

But that was one messed up situation. I wasted all of yesterday trying to figure it out. The problem with coko's sub timer idea is that units would respawn so many times during the sub timer it created more of a problem than it started out to be. I tried so many ways of using alternate timers it wasn't even funny... all along drakiel had the right solution but ignored it because he just saw it as creating another problem.

QUOTE
yet I don't think you understand it at all.

mmmmm? You don't think I understand my own trigger system or don't understand yours?
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