Staredit Network

Staredit Network -> UMS Assistance -> now the units not spawing omfg
Report, edit, etc...Posted by WellMad on 2004-11-22 at 23:31:59
Now the units not spawing grrrr today i feel like total noob lol! I hate ti find you cannot slove a bug you find =/, but then the easyest triggers normal the hardest to slove =/.

Problem ->Units not spawning at end of countdown.

[attachmentid=3039]
Report, edit, etc...Posted by DevliN on 2004-11-23 at 02:50:54
Trigger
Conditions:
¤ Countdown timer is at most 1 second.
Actions:
¤ Wait 1000 milliseconds
¤ Create X UNITS at LOCATION for PLAYER.


Done.

EDIT:
Or if it spawns before the countdown starts, use a switch:
Trigger
Conditions:
¤ SWITCH is set.
¤ Countdown timer is at most 1 second.
Actions:
¤ Wait 1000 milliseconds
¤ Create X UNITS at LOCATION for PLAYER.


and make sure to set the switch at the same time you set the countdown timer.
Report, edit, etc...Posted by Kow on 2004-11-23 at 05:41:24
No switch should be needed...
Report, edit, etc...Posted by Dalinte on 2004-11-23 at 05:56:08

Trigger
Description:
[End of Timer] Unit Spawn
Players:
¤ Player 1
Conditions:
¤ Countdown Timer is at least 1 second.
¤ Countdown Timer is at most 3 seconds.
Actions:
¤ Create X UNIT at LOCATION for PLAYER
¤ Wait 8000 Milliseconds


the wait involved should cause the trigger to work only once in the three second time period in which it can occur. This is one way to write the trigger without use of a switch.
Report, edit, etc...Posted by LegitXeris on 2004-11-23 at 12:32:35
Hey Wellmad, can you post your triggers here on the forum? Well if your problem is already solved then, just let it be, but let us know if we solved your problem. I'm at school right now, so I can't open your map to check the triggers.

Anyways, do you have multiple triggers with your countdown timer, do you use "at least", "at most" or "exactly"? I have had several problems with "exactly" so I always use "at most" or "at least" and I never used "switches" for countdown, its not necessary unless you have a very very complicated action. I had a trouble with "wait" also when using create unit with a countdown timer, did you try trigger action without "wait"?

LegitXeris
Report, edit, etc...Posted by DevliN on 2004-11-23 at 16:58:27
QUOTE(Kow @ Nov 23 2004, 05:41 AM)
No switch should be needed...
[right][snapback]102527[/snapback][/right]

I know, I was just saying that in case he was making some sort of defense-like thing where the timer starts again after units spawn and he wanted different units to spawn the next time the timer hits 0.

Dalinte, my trigger was simpler than yours and didn't need a switch. Plus with yours, units spawn while the timer is still at 3 seconds. nd why have it wait for another 8 seconds?

Legit, "at most" works better than both "exactly" and "at least."
Report, edit, etc...Posted by BeeR_KeG on 2004-11-23 at 17:13:27
Yall are just forgeting the most important accoin. Preserve Trigger.

ADDITION: Yall are just forgeting the most important accion. Preserve Trigger.
Report, edit, etc...Posted by DevliN on 2004-11-23 at 17:17:09
Why preserve trigger? Are they supposed to endlessly be created?
Report, edit, etc...Posted by KaboomHahahein on 2004-11-23 at 17:51:31
I don't think they are because they only supposed to spawn when the counter hits a certain time and they creat some units. Don't think there is supposed to have preserve trigger. Unless the timer hits a certain time and then it will continusly create units.
Report, edit, etc...Posted by Dalinte on 2004-11-23 at 18:57:48
As far as the trigger is concerned, yours might be simpler. But rule number 1 when making a program is to be redundant with your code. It is better to define as much as you can for the program. By doing so you take away more of the ability for the program to do some 'funky' things with your triggers, or code.

Consider if the trigger only included the 'Countdown is At Most 3 Seconds', as long as the Countdown is under 3 seconds the spawn could occur. Then lead on to the next part of the trigger, the wait is only an 8 second delay. If the Countdown does not restart, or has a longer delay to a restart then the spawn would occur again with no end. Thus, by adding 'Countdown is At Least 1 Second' I have opened only a 3 second window of opportunity for the spawn to be created, and if the countdown does not restart then the spawn will not automatically happen again after the 8 second wait elapses. (assuming that it is preserved to begin with)

And as far as a preserve trigger goes, I know its important. However I leave that up to the designer of the map to decide if he wants that trigger to be preserved. This was a post asking how to make units spawn, not spawn continuously or repeatedly at the end of a timer. Thus, I didn't include preserve and left that to the discretion of the person(s) making the map.
Report, edit, etc...Posted by DevliN on 2004-11-24 at 13:26:32
QUOTE
As far as the trigger is concerned, yours might be simpler. But rule number 1 when making a program is to be redundant with your code. It is better to define as much as you can for the program. By doing so you take away more of the ability for the program to do some 'funky' things with your triggers, or code.

Umm...what? My trigger wont do anything "funky." It works perfectly fine.

QUOTE
Consider if the trigger only included the 'Countdown is At Most 3 Seconds', as long as the Countdown is under 3 seconds the spawn could occur. Then lead on to the next part of the trigger, the wait is only an 8 second delay. If the Countdown does not restart, or has a longer delay to a restart then the spawn would occur again with no end. Thus, by adding 'Countdown is At Least 1 Second' I have opened only a 3 second window of opportunity for the spawn to be created, and if the countdown does not restart then the spawn will not automatically happen again after the 8 second wait elapses. (assuming that it is preserved to begin with)

True, but it will spawn at exactly 3 seconds most of the time - and he wants it to spawn at 0. Why would you even need a delay? To remedy it spawning again I included a switch, which also makes it easier to spawn certain units for multiple countdowns.

I mean no disrespect to you or anything, but I know that my trigger works perfectly fine and with less specifics than yours. There is a very slim chance that it will mess up, and if it does it is the creator's fault for not thinking about it beforehand. pinch.gif
Report, edit, etc...Posted by WellMad on 2004-11-24 at 13:50:31
This very werid, also very old map, but the triggers are this:-


Trigger
Description:
Opening message +timer set
Players:
¤ All players
Conditions:
¤ Team x brings unit x anyunit to start area 1
Actions:
¤ Centre veiw at start area 1
¤ Display message "ddddll"
¤ wait 2000 mill
¤ display message "flaslsdq"
¤ wait 10000
¤ Modify countdown timer set to 60 seconds
¤ Comment


when countdown hits 0 this one meant to work, but it does not! =/


Trigger
Description:
Start making units
Conditions:
¤ Countdown timer = 0
Actions:
¤ Make units --
¤ Make units (x 4 in total)
¤ wait 5000 millseconds
¤ Set switch level 1 round 2
¤ Comment


I repost this map here and delte other link if you think you can get this working lol, may even be unfixable lol. =] that be a trip. anyhow if you got time on your hands give it a go.

oo I got it working =] I found the bug =] was a timer I had reset on different trigger. Thxs all your help everyone =]
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