Staredit Network

Staredit Network -> UMS Assistance -> Remove units Trigger doesn't work
Report, edit, etc...Posted by Basan on 2004-10-07 at 15:18:19
I've got 2 Dropships 2 do a cinematic (short movie) at the early map begginin' 2 drop units.
After it, they head both in2 the same location and they doesn't disappear as I want'em 2!

The whole cinematic works except, the transport removal (trigger).
It's somethin' like this:

Player:
- Human (us)

Conditions:
- Player (Neutral AI) brings exactly 2 Dropship to End cinematic

Actions:
- Wait for 500 millisecs
- Remove all dropship for Player (Neutral AI) anywhere

On a side note: The Dropships come from different locations 2 the ending location. Hence they reach it at different times.


Could it be somehow corrupted? Recently I had a power failure (laptop) while workin' in that map... disgust.gif

I tried many combos with it (givin' the trigger 2 the neutral AI, changing it's conditions and/or actions, etc.) but none worked. blink.gif

Any clues / help on the problem? wink.gif
Edit add: I thank in advance any insightfull help on the subject.

Edit reason: Some1 asked 4 it 2 be clearer... n“forgot the exactly in conditions. *Dough* mad.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2004-10-07 at 15:42:02
Your use of "4" in the triggers confuses me. Do you mean Wait 4 x 500 ms? Remove for player 4? Please type out the extra three letters. It makes it easier to read and makes us able to answer your questions.
Report, edit, etc...Posted by IsolatedPurity on 2004-10-07 at 15:45:42
Does this neutral player have a start location?
Are you using hyper triggers? Does this neutral player have them?
Is this location big enough to hold the transports while they might float around a little?
Are you sure the location isn't ground only?

If nothing else, you could send me the map and I'll give it a good look over. I'm sure better people than me will bring a good solution up though eventually.

But I would try:
Player:
- All players

Conditions:
- Player (Neutral AI) brings at least 2 Dropship to End cinematic

Actions:
- Display text ("computer has brought 2 dropships to location end cinematic") as a little debug method.


Maybe you are just messing up something so minor and keep over looking it.
Report, edit, etc...Posted by Kow on 2004-10-07 at 16:44:27
The waits... they might be interfering with eachother... try just doing it without the waits in the trigger....
Report, edit, etc...Posted by MillenniumArmy on 2004-10-07 at 19:19:41
QUOTE(Basan @ Oct 7 2004, 02:18 PM)
The whole cinematic works except, the transport removal (trigger).
It's somethin' like this:

Player:
- Human (us)

Conditions:
- Player (Neutral AI) brings 2 Dropship  to End cinematic

Actions:
- Wait 4 500 milisecs
- Remove all dropship 4 Player (Neutral AI) anywhere



Well, i dunno if this might suit ur problem, but in ur actions, it says "Remove all dropship for that player at anywhere

If you have more at least two other dropships in your map owned by that one player, then that trigger might've remove those units instead. So change "Anywhere" to "End cinematic."
Report, edit, etc...Posted by Kow on 2004-10-07 at 19:31:06
QUOTE(Basan @ Oct 7 2004, 02:18 PM)
- Remove all dropship 4 Player (Neutral AI)anywhere



The number CANT affect the removal... i think its the waits...
Report, edit, etc...Posted by Basan on 2004-10-08 at 14:53:24
QUOTE(Mini Moose)
Your use of "4" in the triggers confuses me. Do you mean Wait 4 x 500 ms? Remove for player 4? Please type out the extra three letters. It makes it easier to read and makes us able to answer your questions.


Edited as per request. happy.gif
See above 2 further details (1st post)...

Now let's see what the rest of the folks 'round wrote... w00t.gif

QUOTE(Isolated Purity)
Does this neutral player have a start location?
Are you using hyper triggers? Does this neutral player have them?
Is this location big enough to hold the transports while they might float around a little?
Are you sure the location isn't ground only?

If nothing else, you could send me the map and I'll give it a good look over. I'm sure better people than me will bring a good solution up though eventually.

But I would try:
Player:
- All players

Conditions:
- Player (Neutral AI) brings at least 2 Dropship to End cinematic

Actions:
- Display text ("computer has brought 2 dropships to location end cinematic") as a little debug method.



Yup (it has a starting location). Otherwise it would turn in2 an enemy (normal AI without triggers)... I'm not that of a rookie (newbish).
Nope. No H.T.'s as far as I can tell... ermm.gif
That 2... (a nice 5 by 5 square or bigger location, if I recall correctly.)
Almost granted that the location is all (ground & air). I rarely mess with it, so by default it's appliable 2 all.
Gonna try the debug suggestion... maybe with a preserve trigger in the end (added 2 see the results).

QUOTE(Isolated Purity)
Maybe you are just messing up something so minor and keep over looking it.


Do tell, do tell... disgust.gif

------------
The next customer may enter, if he/she wouldn't mind.

QUOTE(Kow)
The waits... they might be interfering with eachother... try just doing it without the waits in the trigger....


Been there, done that.
Added those just 'cause it didn't work without'em either. pinch.gif

------------
Contestant nr. 3, please.

QUOTE(Millenium)
Well, i dunno if this might suit ur problem, but in ur actions, it says "Remove all dropship for that player at anywhere

If you have more at least two other dropships in your map owned by that one player, then that trigger might've remove those units instead. So change "Anywhere" to "End cinematic."


Same reply as previous. That's how it was in the 1st place... changed it due 2 suspicion of transports leaving the location when stacked movement occurred.

------------
QUOTE(Kow again)
The number CANT affect the removal... i think its the waits...


Nothing new here either. sad.gif


Edit add: I've tried with at least instead of exactly 4 starters (in conditions) but it didn't work.

4 better understanding here's small list of alternatives done that I remind (testin'). wink.gif
- Gave the trigger 2 the neutral player and changed the owner in2 current player.
- Changed the transports number in conditions from 2 to all. It gave me the finger as well... *Lol*
- Don't recall if I've remade the trigger at hand but prob'ly not. Oh, wait... I did.
- Tried different waits from 2000 'till 500 (2000, 1500, 1000, etc.) n' guess what? ranting.gif
- In desperation I've changed the player in the cinematic triggers (from 8 to 7) and adjusted it 2 the new owner n'... still didn't work (acts the same way). - End of edit.

Sorry if in some way offended ppl but I'm gettin' sick of the thing! disgust.gif
I meant 2 only state what I've done (as alternatives) so far.
Tks 4 suggestions 'till now. Hope I get it fixed... helpsmilie.gif
Report, edit, etc...Posted by DT_Battlekruser on 2004-10-08 at 17:46:52
Can you perhaps post the map for us to look at?
Report, edit, etc...Posted by animaljr on 2004-10-10 at 13:18:58
here is a little demo map of how i would do it...

i made a trigger to create two dropships in two different locations... they both then come to the dropoff point and drop off 4 marines each (you can change this to whatever units you want)... then they both go to the despawn area and remove themselves...

then again, i dont know exactly what you are looking for...

hope this helps
Report, edit, etc...Posted by .Coko[CK] on 2004-10-10 at 13:28:53
I can't remember but if units a neutral doesn't that mean they can't be removed, just killed?
Report, edit, etc...Posted by Basan on 2004-10-15 at 14:42:36
QUOTE(DT BC)
Can you perhaps post the map for us to look at?


Doin' it as we speak.
See my sig 4 details on it... It's the 1 being A.I. addapted (n' initial units revamped). wink.gif
My f..kin' ProEdit doesn't want 2 work! It spews a warnin':

"Run time error '9'
Subscript out of range
"

Wtf is happenin'!?! The only difference between (ProEdit) usage was an wireless card I installed, config'ed (on my laptop) and it's net links (in use as we speak)... helpsmilie.gif
Any1 knows?
Gonna post the map when it's solved... disgust.gif

Edit: In the mid time here are the triggers, if that's of any help... - End of edit.

QUOTE(Coko)
I can't remember but if units a neutral doesn't that mean they can't be removed, just killed?


I recall doin' a similar cinematic, this time 2 end a level, but the transport belongued 2 a comp A.I... so u could be right. sad.gif

Edit reason: Adding file
Report, edit, etc...Posted by .Coko[CK] on 2004-10-15 at 14:43:45
Its may just be because it is neutral it cannot be removed, rather it has to be killed, would that be an issue?
Report, edit, etc...Posted by Basan on 2004-10-15 at 14:55:01
Not really.
I only had 2 set enemy units 2 seek n' destroy it and change the final destination (location) 2 the nearest enemy base and add the preserve trigger 2 the dropships end cinematic trigger... happy.gif

Edit: That or change the movie triggers 2 set'em 2 go there when no transport unit is there, after units dropped.
Report, edit, etc...Posted by KiLLeR2001 on 2004-10-15 at 15:47:35
If you're using Hyper Triggers... Delete them, save your map and then reapply them. Also make sure no other waits are in the same trigger box as them.

If you still are having problems, please post the map instead of a .trg file.
Report, edit, etc...Posted by .Coko[CK] on 2004-10-15 at 16:16:26
Its not that difficult, you just lose the ability to see the location views...

I think you've now fixed the problem completely?
Report, edit, etc...Posted by animaljr on 2004-10-16 at 15:27:22
Depending on how many players you have on the map... All you really have to do, if you have extra players, is make the neutral unit an extra player and set it to ally with whatever players it is dropping off. Then you can just send it to the place where you want to remove it and remove it...
Report, edit, etc...Posted by Basan on 2004-10-17 at 06:13:40
QUOTE(Killer 2001)
If you're using Hyper Triggers... Delete them, save your map and then reapply them. Also make sure no other waits are in the same trigger box as them.

If you still are having problems, please post the map instead of a .trg file.


QUOTE(Me in post #11)
My f..kin' ProEdit doesn't want 2 work! It spews a warnin':

"Run time error '9'
Subscript out of range
"

Wtf is happenin'!?! The only difference between (ProEdit) usage was an wireless card I installed, config'ed (on my laptop) and it's net links (in use as we speak)... helpsmilie.gif
Any1 knows?
Gonna post the map when it's solved... disgust.gif

Edit: In the mid time here are the triggers, if that's of any help... - End of edit.


It's already been explained why in post nr. 11. blink.gif
Got ProEdit 2 finally work. But I had 2 remove from my PC both Exe 2 Cwad and Exe 2 MPQ 4 it 2 fully function... confused.gif
After this, I think I won't get in2 it again... *Duh*

And I'm almost pretty sure that it hasn't any H.T.'s either.
Perhaps u kind folks care 2 explain how those are made... and work. wink.gif

Next option by:
QUOTE(AnimaJr)
Depending on how many players you have on the map... All you really have to do, if you have extra players, is make the neutral unit an extra player and set it to ally with whatever players it is dropping off. Then you can just send it to the place where you want to remove it and remove it...


I only use 7 players or 8... all regular, from SCXE (Base Mode).
I don't want 2 mix editors due 2 some compatibility glitches. ermm.gif

What I'm gonna do is test Coko 's ideas (post nr. 12 n' 15)... maybe with a few changes. Gonna head the transports in2 the nearest enemy town and give'em. happy.gif

But anyway here's the (protected) map. If any1 can provide any other helpful suggestions, I'll still (open 2) take ideas... w00t.gif
[attachmentid=2348]
Report, edit, etc...Posted by Basan on 2004-10-19 at 06:48:10
News update:

I've tested it this way. Changed the remove action in the end movie trigger.
I made it 2 send the transports in2 the same location, teleports them in2 an enemy base (wait for 100 mlsecs) and give'em 2 that enemy. When refering 2 the units in the actions part of the trigger, I used the all and not the exact number of units.

Still doesn't work. When they get in2 the location that set, they froze over like be4... mad.gif
Maybe the power shortage that I spoke earlier (in the 1st post, if I recall correctly) screwed the map big time and I'll have 2 remake it. cry.gif

Gonna test the debug option some1 mentioned here 2 see if it's the location that doesn't get recognized after the ships arrive... or somethin' fishy like. confused.gif

As a last resort method I could make the player who transports the units an computer A.I. I had 2 ally with it in triggers and it 2 me as well... disgust.gif

Edit: Btw, after this glitch is solved I'm gonna mention the solver(s) idea in the archive folder I'm doin' 4 this campaign. smile.gif

Edit reason: Problem solved. All movie triggers redone. Tks 4 all the helpful suggestions. I'll probably post the intire campaign here after it's revampin' is complete...
I'm closing this topic (creator option available) now. wink.gif
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