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Staredit Network -> UMS Assistance -> Fixing a glitch in my map
Report, edit, etc...Posted by xtremebob on 2004-10-05 at 23:01:40
In my first map Harvest Moon (Here's the Link to it Harvest Moon Map )
My glitch is that, whenever you try to plant more then 1 of the same type of unit, it wait for the first one become ready, then activates.
Is there a way to fix this problem?
If there is please explain. Thank you in advance smile.gif
Report, edit, etc...Posted by greenreaper on 2004-10-05 at 23:46:51
Hmm...even though you didn't post your triggers biggrin.gif I'm guessing that the trigger is being fired twice somehow and WAITS are overlapping on each other. Try to not make waits occur at the same time. You can use counters.... biggrin.gif
Report, edit, etc...Posted by xtremebob on 2004-10-06 at 00:30:47
Oops... My bad the triggers are:

null
Trigger
Conditions:
¤ Player 1 brings exaclty 1 unit x to location 1.
Actions:
¤ Wait 3000 milliseconds
¤ give unit x to player 2 from player 1
¤ create flag at location flag 1 and 2
¤ wait 240000 milliseconds
¤ remove flag at location flag1 and 2
¤ preserve trigger


It the same for every other trigger but the location in condition and the flag location are different.
Report, edit, etc...Posted by Kenoli on 2004-10-06 at 01:51:22
That wait 240000 is a big problem. If you know how, use a counter. If not...learn smile.gif

What you can do is whenever you want something to wait, you start a counter.
You can use a death counter for a unit that isn't being used in the map, and have it count up by 1 untill it gets to whatever amout you want. And when it gets to that amount, you set the counter back to 0, and finish the trigger.
The triggers for that are DEATHS, for conditions. And SET DEATHS, for actions.
You can use minerals or gas or custom score for a counter also...

You may need to use a seperate counter for each player or trigger, so that they dont mess up eachother.
Report, edit, etc...Posted by xtremebob on 2004-10-06 at 15:43:58
I will probably have to change all of my triggers to counters weep.gif but the thing is every single trigger has its own location so I don't know why it be doing this. This time I will put my EXACT trigger so I won't be cutting corners pinch.gif

Trigger
Players:
¤ Player 2
Conditions:
¤ Player 2 brings exactly 1 marine to location 1
Actions:
¤ wait 3000 milliseconds
¤ give marine to player 7 at location 1 from player 2
¤ disable invinsiblity
¤ create 1 flag at location flag L1a
¤ create 1 flag at location flag L1b
¤ wait 240000 milliseconds
¤ remove flag at location flag L1a
¤ remove flag at location flag L1b
¤ Preserve Trigger


Trigger
Players:
¤ Player 2
Conditions:
¤ Player 2 brings exactly 1 marine to location 2
Actions:
¤ wait 3000 milliseconds
¤ give marine to player 7 at location 2 from player 2
¤ disable invinsiblity
¤ create 1 flag at location flag L2a
¤ create 1 flag at location flag L2b
¤ wait 240000 milliseconds
¤ remove flag at location flag L2a
¤ remove flag at location flag L2b
¤ Preserve Trigger


ect.
I do this trigger 12 times at 12 different loactions with almost every single unit. By all means every single trigger should work, none of them are intertwined with each other, other than the unit being to same. I hope that this post will clear up my question better. Once again Thanks in advance wink.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-10-06 at 15:56:01
QUOTE
When making a new topic for help, the topic title should be about your problem and not about "I need help" or "I don't get this". Your topic WILL be deleted if it doesn't have a discriptive title!


Uh there is no good way to do this because of wait blocks. Best to use a counter
Just using 1 unused unit will do fine because u can set death counts for each player
Report, edit, etc...Posted by Kenoli on 2004-10-06 at 15:59:27
Only 1 Wait trigger work for a player at a time. Meaning that as long at the wait 240000 is waiting, nothing else will be able to happen. You need to use some kind of counter if you want it to work.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-06 at 17:24:45
You guys are looking at this to complex already. You can't plant alot of them at once because the trigger can only be running once at a specific time. Anotherwords it can't start up again until it finishes.

If there were copies of the trigger you would have a wait block issue. Or if there differant kinds of plants. But the first problem is when he goes to plant the next 'unit' then the trigger is still running. What your trying to acomplish is more difficult than simply adding a counter to avoid wait blocks.

You have to come up with a way to run multiple timmers at the same time without forgetting the location the plant is at. An easy way to fake your way out would be to create several copies of the trigger with new locations for each and have the triggers cycle though them as you plant a specific unit. Then since your doing that you would need to use counters (more than one) because now your trying to run more than one wait. A single counter can only keep track of one wait, you need a new counter for every wait.
Report, edit, etc...Posted by xtremebob on 2004-10-06 at 20:18:28
Hmmm, I think I understand what your saying. But I still don't completely understand. So I'm going to post here an uber small version of the trigger using only one unit (marines) and if you could try to explain it to me how would have to change it. I'm asking to his because I've got 11 different units with this trigger, with 12 different locations. So if it is possible please modify the file and re post it here if you can help me find a solution/explain what I need to know.
P.S How much time does a counter kill give in secondwise?
Report, edit, etc...Posted by greenreaper on 2004-10-06 at 21:57:13
I think it was something like every 3 seconds it could modify...but that's why you must....use hyper triggers biggrin.gif . ANyways..since you are making a harvest moon map..why not make it when that when a player plants something..it turns to an egg and a switch is set...and you can set egg building time to whatever..and when it's done hatching you can turn it back to whatever you wnat...right?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-07 at 02:06:10
The basic trigger you have would look like this with death counters.

Trigger
Conditions:
¤ Player 2 Brings exactly 1 terrain marine to location 1
¤ Current player suffers exactly 0 deaths of 'unit'
Actions:
¤ Give one terran marine owned by player 2 at location 1 to player 7
¤ Disable invincibility . . .
¤ Create Flag 1 . . .
¤ Create Flag 2 . . .
¤ Add one deaht for 'unit' owned by current player
¤ Preserve Trigger

Trigger
Conditions:
¤ Current player suffers exactly 2280 deaths of unit (use a smaller number for testing)
Actions:
¤ Remove Flag 1 . . .
¤ Remove Flag 2 . . .
¤ Set deaths of 'unit' for current player to 0
¤ Preserve Trigger


Trigger
Description:
The counter
Conditions:
¤ Current player suffers at least 1 death of 'unit'
Actions:
¤ Set deaths for 'unit' to add 1 for current player
¤ Preserve Trigger


That would replace one of the trigger you listed above. Then you would need to use another unit for each location you have.

Note: with hyper triggers triggers fire 11.8 times per second so every second the counter will go off about 12 times
Report, edit, etc...Posted by xtremebob on 2004-10-07 at 15:42:08
Awesome thanks, but it soes pain to scrap over 120 triggers to trple to amount, but it will probably take less time, most are just to be copied and changed slightly. Once again thanks! biggrin.gif
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