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Staredit Network -> UMS Assistance -> Trigger bug or edit noob?
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-22 at 10:53:28
Im making a movie map but got a real strange problem:
At a moment i have a trigger that makes a guy appear while a few observers blow up and the guy moves immediatly. (looks like he's getting teleported)
But i a very weird thing keeps happening to me:
a few seconds before i ordered the trigger to start the guy and the explosions appear.. no big deal.. but then it happens again!.. and again! while i didnt prereserve trigger or sumn..
i checked the number of players, the actions for like a thousand times.. i must be looking wrong or sumn.. sad.gif

anyways, i can give the map to anyone who wants 2 help me (dont look at the jokes, they are based on some person's actions and a cool movie).
Report, edit, etc...Posted by chuiu on 2003-12-22 at 11:05:26
Let me take a look at it, contact me on AIM or something and send it.

It sounds like multiple players are activating the trigger.
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-22 at 11:31:42
You can attach it too. Anyways, I think your problem may be that you have too many other triggers in the background, and they may be interfering with each other.

The key with Staredit is to have as little triggers running as little conditions as possible.

Just because the trigger isn't set off, doesn't mean starcraft isn't looking for the condition. Its a common misconception of SC.
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-22 at 12:55:51
Hmm.. i have quite some triggers running... and have the problem later as well.. on another situation..
Well, gonna spend some more time on checkin then..
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-22 at 13:42:59
Limit the number of triggers you have running at that time, then try again.
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-22 at 15:56:08
hmm.. okay, thats worth a shot...
whats the max number of triggers running at the same time u think?
Report, edit, etc...Posted by Mini Moose 2707 on 2003-12-22 at 15:56:24
If you're viewing this movie map in single player, triggers and waits and such tend to not run properly. Try viewing it in single player on B.net. Occasionally, things go wrong in single player with the timings.
Report, edit, etc...Posted by chuiu on 2003-12-22 at 17:56:45
Hold on. He says the trigger runs more than once. And it has no preserve.

He must either have:

A. The trigger run for multiple players.
B. The trigger actually does have a preserve trigger.
or
C. He has duplicate triggers.

Go through that checklist. It must be one of those three.


Now with the problem of it firing too soon, it would most likely be your other triggers running that also affeccting it.
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-23 at 04:49:42
I've tried it in both multi and singleplayer so that's not the bugger...

tnx for the checklist, got sum testing 2 do happy.gif
Report, edit, etc...Posted by Revelade on 2003-12-27 at 19:38:41
QUOTE(Yoshi da Sniper @ Dec 22 2003, 11:31 AM)
The key with Staredit is to have as little triggers running as little conditions as possible.


That I agree on. People say, "Yea I got over 1000 triggers in my map". When I look at them, I see ways where you can combine triggers instead of doing separate ones for each. It's not about the amount, it's about how many things a single trigger does, and plus, the size will be a bit smaller.
Report, edit, etc...Posted by chuiu on 2003-12-27 at 20:26:53
The more triggers you have running, the more lag there is. Thats why you want less triggers. The same with the amount of units on the map.
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-29 at 06:56:18
i do not have a huge trigger amount or sumn..
I fixed the bugger finally.
It actually was the multiple player censored.gif but i could not change that since there wer text messages and center vieuws in that same trigger as well.
here's what i've done:
first it was:

Conditions: switch # is set

Actions: move all raynor at anywhere to location #
Order all raynor at anywhere move to location #

my new trigger:

Conditions: switch # is set

Actions: move all raynor at location ## to location #
Order all raynor at location # move to location #

so now (for some reason) it does it on the moment it should and he does it once becuz i added the specific locations.
problem solved.. i guess..
Report, edit, etc...Posted by Mini Moose 2707 on 2003-12-29 at 09:15:46
Unless you had multiple Raynors on the map at different locations I don't really see how that would affect it. You probably edited that along with the problem somehow. Eh... whatever floats your boat. tongue.gif
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