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Staredit Network -> UMS Assistance -> Why does my map crash?
Report, edit, etc...Posted by General Azn on 2004-10-30 at 00:59:50
i made Hu lao gate but every time I try to use it it crashes on bnet why?
Report, edit, etc...Posted by Daigotsu on 2004-10-30 at 01:14:47
There are a few things that coulda happened...could you post some more information?
Report, edit, etc...Posted by RiShiN.rK on 2004-10-30 at 02:41:56
post your map

but if i'd have to take a guess and seeing that your a beginner you probly placed a building that is partially off the map
Report, edit, etc...Posted by Paella on 2004-10-30 at 10:07:41
For some reason, when I play Marine Special Forces by Panzer_Kavalier it crashes sometimes. I never quite figure3d it out, as the happening is apparently random.
Report, edit, etc...Posted by Daigotsu on 2004-10-30 at 10:16:27
Ok...that was somewhat off topic but anyway...make sure you didn't put a independant unit on the map or disabled a unit that shouldn't be disabled.
Report, edit, etc...Posted by Kow on 2004-10-30 at 10:44:56
post the map and we can help you more...

Possible Crashing options
  • Unit/Building placed partially off map
  • Independant Unit
  • Crashing unit
  • Theres bound to be more but i cant think of any off the top of my head right now....
Report, edit, etc...Posted by TheOddAngel on 2004-10-30 at 10:56:44
We cant help if all you say is Map Crashes dont knwo why...

We dont even knwo what your map is about... WHat units are on it..

If you placed Crashing Sprites...


While i was playign with DK he had a map that woudl crash...
The reason for that was becasue there were to many small islands ont he map...
He had 1 for every unit in the game.
Report, edit, etc...Posted by DT_Battlekruser on 2004-10-30 at 11:58:47
QUOTE
- Check the Tutorials Database or the Mapmaking Tricks And Help Archive.


http://www.staredit.net/index.php?showtopi...85&st=0#topic65 dots.gif
Report, edit, etc...Posted by Zero on 2004-10-31 at 02:03:51
You may have some triggers effecting it from some where else or yuo tryed to disable it and it crashes starcraft
Report, edit, etc...Posted by General Azn on 2004-11-03 at 01:22:17
Umm how do i get a map on this site and i disabled a marine and a tank.... and i think a bunker do i have the triggers right?
Trigger
Description:
Cloak A Unit
Players:
¤ Player 8
Conditions:
¤ Alway
Actions:
¤ Disable Unit at Junkyard dog
¤ Preserve Trigger
Report, edit, etc...Posted by high6 on 2004-11-03 at 06:51:41
QUOTE(RiShiN.rK @ Oct 30 2004, 01:41 AM)
post your map

but if i'd have to take a guess and seeing that your a beginner you probly placed a building that is partially off the map
[right][snapback]91925[/snapback][/right]


i map will not crash is u have a building partially off map.
what it will do is delete this building.
Report, edit, etc...Posted by BeeR_KeG on 2004-11-03 at 08:57:03
QUOTE(General Azn @ Nov 3 2004, 02:22 AM)
Umm how do i get a map on this site and i disabled a marine and a tank.... and i think a bunker do i have the triggers right?






Trigger
Description:
Cloak A Unit
Players:
¤ Player 8
Conditions:
¤ Alway
Actions:
¤ Disable Unit at Junkyard dog
¤ Preserve Trigger

[right][snapback]93820[/snapback][/right]


Wtf is that trigger for?

2 ways to put a map on this site:
1) Go to the downloads database and submit your map. You will have to wait for me or other Map team members to approve it.
2) Below your reply box thing where you write is a little thing that says File Attachments.
Report, edit, etc...Posted by RyanEdwardLee on 2004-11-03 at 09:06:41
Another reason it could have crashed is due to to many units being stacked ontop of each other. when i first made my rescue guan yu map, it would crash cuz player blue would have to many supply depots stacked together, there were the wall for a castle, so i took them out, and it worked fine after that.

and PS, no offence, but we don't need another Hu Lao Gate. we have about 20 diffrent versions on Battle.net, but if it is the one from DW 4, well, thats a whole diffrent story altogether
Report, edit, etc...Posted by Deathknight on 2004-11-03 at 15:43:34
It crashes because it sais "Preserve Trigger". Problem solved. Thank you.
Report, edit, etc...Posted by General Azn on 2004-11-04 at 01:02:37
yes its from DW4 but since im a noob at map making theirs a lot of bugs so ya. my junkyard dog does not work and i figured out wut y my map crashes i think... i tried to disable a seiged tank will that do it? well my junkyard dog doesnt work properly. and i dont get the hyper trigger so i cant use it so my units dont go crazy really fast. i really dont understand how i get minerals for kills
Trigger
Description:
Minerals for kills
Players:
¤ All Players
Conditions:
¤ When current player kills 15 of any unit
Actions:
¤ Add 10 minerals to current player
¤ Perserve Trigger

When i do this it keeps giving me $$ and never stops how can i make it so for every 15 kills they get 10 $$
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-04 at 10:30:18
Use the perfect KTC method (see the Concepts, or do:

Trigger
Conditions:
¤ Current Player Kills Score at least 1
Actions:
¤ Set current players kills score to 0
¤ add 1 custom score for current player
¤ preserve trigger


Trigger
Conditions:
¤ Current Players Custom score is at least 15
Actions:
¤ Add 10 Minerals for current player
¤ Subtract 15 custom for current player


THis requires hypertriggers.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-04 at 14:54:43
You should be glad I keep the copies of the tutorials I write. The new database seems to be down :\
And the Perfect Counter I didn't keep a copy of ...

Kills to Cash


Method 1

Description: This method will give you 1 mineral every time the trigger fires and you have killed at least 1 unit.

Recommendations
  • Use Hyper Triggers
  • Avoid use of multiple units or splash units

Trigger
Description:
Method 1
Players:
¤  Players it applies to
Conditions:
¤  Current player Kills score is at least 1
Actions:
¤  Modify score for Current player: Set to 0 Kills
¤  Modify resources for Current player: Add 1 Minerals
¤  Preserve Trigger


Method 1 Flaws
  • Cannot be balanced for each unit
  • Killing two units before the trigger fires will give you the same reward as if you had killed one
Method 2

Description: This method will give 1 mineral for every 25 kills points. There are several triggers, in order of highest kills score to lowest, so that you will get your minerals quicker.

Recommendations
  • Use Hyper Triggers
  • Avoid use of multiple units or splash units

Trigger
Description:
Method 2: Trigger 1
Players:
¤  Players it applies to
Conditions:
¤  Current player Kills score is at least 500
Actions:
¤  Modify score for Current player: Subtract 500 Kills
¤  Modify resources for Current player: Add 20 Minerals
¤  Preserve Trigger



Trigger
Description:
Method 2: Trigger 2
Players:
¤  Players it applies to
Conditions:
¤  Current player Kills score is at least 200
Actions:
¤  Modify score for Current player: Subtract 200 Kills
¤  Modify resources for Current player: Add 8 Minerals
¤  Preserve Trigger



Trigger
Description:
Method 2: Trigger 3
Players:
¤  Players it applies to
Conditions:
¤  Current player Kills score is at least 100
Actions:
¤  Modify score for Current player: Subtract 100 Kills
¤  Modify resources for Current player: Add 4 Minerals
¤  Preserve Trigger



Trigger
Description:
Method 2: Trigger 4
Players:
¤  Players it applies to
Conditions:
¤  Current player Kills score is at least 50
Actions:
¤  Modify score for Current player: Subtract 50 Kills
¤  Modify resources for Current player: Add 2 Minerals
¤  Preserve Trigger



Trigger
Description:
Method 2: Trigger 5
Players:
¤  Players it applies to
Conditions:
¤  Current player Kills score is at least 25
Actions:
¤  Modify score for Current player: Subtract 25 Kills
¤  Modify resources for Current player: Add 1 Minerals
¤  Preserve Trigger


Method 2 Flaws
  • Some untis will give more cash than other. An Arbiter will give you 5050 kill poitns whereas a Broodling will only give you 25 kills points. So an Arbiter will give 202 minerals while a Broodling will give 1.
  • It's slow if you kill lots of units really fast. To fix that have the triggers go up into the 5000+ range of Kill points. Also add Hyper Triggers if at all possible.
Method 3

Description: This trigger is very similar to Method 2 except that in this method you will make one trigger for each unit that can be killed. Each unit will also have it's own specific reward amount. The reward will not be set by their Kill Point value, as in Method 2.

Please note that in this example I will pretend that there are only three types of units that you can kill.

Recommendations
  • You must place these triggers in order of highest Kill Points to lowest.
  • Use hyper triggers
  • Avoid use of splash units or multiple units. Killing lots of units at once can mess this up
  • Marine - 100 Kill Points - 15 Minerals
  • Arbiter - 5050 Kill Points - 5 Minerals
  • Ghost - 350 Kill Points - 10 Minerals

Trigger
Description:
Method 3: Arbiter Trigger
Players:
¤  Players it applies to
Conditions:
¤  Current player Kills is at at least 5050
Actions:
¤ Modify score for Current player: Subtract 5050 Kills
¤ Modify resources for Current player: Add 5 Minerals
¤ Preserve Trigger



Trigger
Description:
Method 3: Ghost Trigger
Players:
¤  Players it applies to
Conditions:
¤  Current player Kills is at at least 350
Actions:
¤ Modify score for Current player: Subtract 350 Kills
¤ Modify resources for Current player: Add 10 Minerals
¤ Preserve Trigger



Trigger
Description:
Method 3: Marine Trigger
Players:
¤  Players it applies to
Conditions:
¤  Current player Kills is at at least 100
Actions:
¤ Modify score for Current player: Subtract 100 Kills
¤ Modify resources for Current player: Add 15 Minerals
¤ Preserve Trigger


Method 3 Flaws
  • This method is not really suited to games where many units could be killed at once. This includes maps with splahs units or with lots of units. If you were to kill 15 ghosts before this trigger could fire, while using the stats above, you would only get 5 minerals where you should be getting 150.
Method 4

Description: Method 4 is exactly like Method 3, except that it is more precise, because it introduces units dying into the conditions, as well as units being killed. We will assume that you want a specific reward for each unit that you can kill in your map. I'll also assume that you are only using three units. Vindexus found this method by the way.
  • Marine - 100 Kill Points - 15 Minerals
  • Arbiter - 5050 Kill Points - 5 Minerals
  • Ghost - 350 Kill Points - 10 Minerals
Note: You can change Foes to specific player. For example in an RPG where P8 is the only player that is attackable.

Recommendations
  • Only use this method when you want to have specific rewards for each unit. Such as giving experience in an RPG.
  • Try to stray away from splash units or too many units.
  • Use Hyper Triggers if at all possible
  • This works best if there are fewer enemies. Such as just P8 in an RPG.

Trigger
Description:
Method 4: Arbiter Trigger
Players:
¤  Players it applies to
Conditions:
¤ Current player Kills is at at least 5050
¤ Foes has suffered at least 1 deaths of Arbiter
Actions:
¤ Modify score for Current player: Subtract 5050 Kills
¤ Modify resources for Current player: Add 5 Minerals
¤ Modify deaths for Foes: Subtract 1 for Arbiter
¤ Preserve Trigger



Trigger
Description:
Method 4: Ghost Trigger
Players:
¤  Players it applies to
Conditions:
¤ Current player Kills is at at least 350
¤ Foes has suffered at least 1 deaths of Ghost
Actions:
¤ Modify score for Current player: Subtract 350 Kills
¤ Modify resources for Current player: Add 10 Minerals
¤ Modify deaths for Foes: Subtract 1 for Ghost
¤ Preserve Trigger



Trigger
Description:
Method 4: Marine Trigger
Players:
¤  Players it applies to
Conditions:
¤ Current player Kills is at at least 100
¤ Foes has suffered at least 1 deaths of Marine
Actions:
¤ Modify score for Current player: Subtract 100 Kills
¤ Modify resources for Current player: Add 15 Minerals
¤ Modify deaths for Foes: Subtract 1 for Marine
¤ Preserve Trigger


Method 4 Flaws
  • When subtracting deaths, it will subtract them for all of your foes, not just the one whos unit you killed.
  • Killing multiple units can still cause restrictions.
or you can use SCTrigger
SCtrigger
You can choose to e-mail Ian Callanan to ask him for the code but the only use for the code is so you don't need to see the beginning screen every time you start the program.

Steps:
Select the players that the triggers will apply to.
In the 'How often does it fire?' box, type in the number of the unit that you kill to get the money. (The key is in the scroll box to the right)
In the 'Up to what number of kills?' box, type in the number of kills this trigger will apply to.
In the 'Number for unit needed to kill?' box, type in the number of the unit that has to kill to activate the trigger.
In the 'Action Type'
If you want to use money, type in how many minerals and/or gas per kill.,
If you want to use score, type in how many points per kill and what kind of score this trigger adds to.
If you want to use switch, then type in the switch number that the trigger will set.
Now press create. This may take a few minutes depending on how many kills you set it up to.
Your computer might freeze a bit.
Report, edit, etc...Posted by General Azn on 2004-11-04 at 21:52:00
Hmm well i got rid of the crashing ,finally, but the kill counter doesnt work really well and i do not know how do use a hyper trigger properly so ull have to help me on that... i like the Kill 15 substact 15 kills etc. one the best so ill use that one thanks guys!!
Report, edit, etc...Posted by LegacyWeapon on 2004-11-04 at 22:36:59
http://www.staredit.net/index.php?act=tuto...yper%20Triggers
They have tutorials for everything!
Report, edit, etc...Posted by General Azn on 2004-11-04 at 22:57:38
Yes i know how to make hyper tiggers but i dont no how to use them
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