Staredit Network

Staredit Network -> UMS Assistance -> No Drop
Report, edit, etc...Posted by MapUnprotector on 2005-01-26 at 21:21:29
Ah, I'm making a 2v2 Bball tourney map and everything is fine except for one thing. The unloads dont always work, any suggestions? The problem is sometimes when you click the unit to unload the trigger doesnt always work. There is an archon and a gol, the archon is for shoot/steal/block the gol is for passing like in 3v3 basketball.
Report, edit, etc...Posted by KaboomHahahein on 2005-01-26 at 21:24:03
Mind Posting the map so we can check it?
Report, edit, etc...Posted by MapUnprotector on 2005-01-26 at 21:28:45
QUOTE(KaboomHahahein @ Jan 26 2005, 10:24 PM)
Mind Posting the map so we can check it?
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Sure here it is
Most of the trigs are in All Players
Report, edit, etc...Posted by LegacyWeapon on 2005-01-26 at 21:31:29
Put the reload trigger at the bottom of the trigger list (or just remake it).
Trigger order does matter and the first trigger finds that the unit is outside so it asks it to reload. The next triggers don't have anything to do because the condition is no longer fulfilled.
Report, edit, etc...Posted by MapUnprotector on 2005-01-26 at 21:32:38
QUOTE(LegacyWeapon @ Jan 26 2005, 10:31 PM)
Put the reload trigger at the bottom of the trigger list (or just remake it).
Trigger order does matter and the first trigger finds that the unit is outside so it asks it to reload. The next triggers don't have anything to do because the condition is no longer fulfilled.
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I think I tried that and it still doesn't work, but I'll do more testing

EDIT: I tested redoing reload trigger, I don't even think its that, the no drop is like the unit doesn't even come out when you click it all the time
Report, edit, etc...Posted by High on 2005-01-26 at 21:45:53
your not trying to drop it over a cliff or water are you?
Report, edit, etc...Posted by LegacyWeapon on 2005-01-26 at 21:47:36
QUOTE(High @ Jan 26 2005, 09:45 PM)
your not trying to drop it over a cliff or water are you?
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Did you look at the map?
Report, edit, etc...Posted by MapUnprotector on 2005-01-26 at 21:52:33
Is it a drop if you dont see the unit appear out of the dropship? Because the problem is when you click, most of the time you don't see the unit come out and the trig doesnt work.
Report, edit, etc...Posted by MillenniumArmy on 2005-01-26 at 21:52:44
Devilesk, im my basketball map, i made it so that If current player brings unloads man, THEN you run the enter transport script.
Report, edit, etc...Posted by MapUnprotector on 2005-01-26 at 21:53:45
QUOTE(MillenniumArmy @ Jan 26 2005, 10:52 PM)
Devilesk, im my basketball map, i made it so that If current player brings unloads man, THEN you run the enter transport script.
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I did that didn't I? Current player brings 1 men to unload, then run ai script...
Report, edit, etc...Posted by MillenniumArmy on 2005-01-26 at 21:57:34
Move that trigger to the bottom of the list. Make it so it's underneath those "action" triggers where it detects passes/shoots/blocks/steals
Report, edit, etc...Posted by MapUnprotector on 2005-01-26 at 22:03:46
I did that, I don't think reloading and detecting if a unit is unloaded is the problem I think it doesn't unload in the first place when you click it
Report, edit, etc...Posted by LegacyWeapon on 2005-01-27 at 06:24:58
Then you need to incorperate the reload trigger into all your "Pass/Shoot/Block/Steal" triggers.
Report, edit, etc...Posted by MillenniumArmy on 2005-01-27 at 09:47:04
QUOTE(LegacyWeapon @ Jan 27 2005, 05:24 AM)
Then you need to incorperate the reload trigger into all your "Pass/Shoot/Block/Steal" triggers.
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I didn't do that in my map. Only different mine has from devilesks is that my "enter transport" script is near the bottom of the trigger list, not the top.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-27 at 10:17:51
Whats your 'Load' trigger for?

You have too many triggers and switches for me to figure out what your trying to do. I would guess its your switches but inorder for me to find out i have to determan the uses of like 50 switches. (major over kill)

PS. If you think it isn't dropping disable both reload triggers and see if it drops at all.
Report, edit, etc...Posted by MapUnprotector on 2005-01-27 at 15:21:59
QUOTE(LegacyWeapon @ Jan 27 2005, 07:24 AM)
Then you need to incorperate the reload trigger into all your "Pass/Shoot/Block/Steal" triggers.
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Then I would also need a reload trigger for if you unload and you arent shooting stealing blocking or passing, and I don't think reloading is the problem, I think unloading is. And Bolt I will test it with reloading disabled and see what happens

EDIT: Oh I think I found the problem, I had another Load trigger with a comment in the middle of my triggers that I didnt see, so I disabled that and now the drops are fine.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-27 at 15:30:49
QUOTE(MillenniumArmy @ Jan 26 2005, 09:57 PM)
Move that trigger to the bottom of the list. Make it so it's underneath those "action" triggers where it detects passes/shoots/blocks/steals
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Bah I said that already ermm.gif

QUOTE((U)Bolt_Head @ Jan 27 2005, 10:17 AM)
Whats your 'Load' trigger for?

You have too many triggers and switches for me to figure out what your trying to do.  I would guess its your switches but inorder for me to find out i have to determan the uses of like 50 switches.  (major over kill)

PS.  If you think it isn't dropping disable both reload triggers and see if it drops at all.
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There are more than 1? *LegacyWeapon checks map.
Oh, there are! I think you only need 1 of them. You need to recreate it so that it is at the bottom of the trigger list. This should work unless unloading is truely the problem.
Report, edit, etc...Posted by MapUnprotector on 2005-01-27 at 17:51:05
QUOTE(LegacyWeapon @ Jan 27 2005, 04:30 PM)
Bah I said that already ermm.gif
There are more than 1? *LegacyWeapon checks map.
Oh, there are! I think you only need 1 of them. You need to recreate it so that it is at the bottom of the trigger list. This should work unless unloading is truely the problem.
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Exactly, that was the problem that I said I fixed in my other post
Report, edit, etc...Posted by LegacyWeapon on 2005-01-27 at 18:06:55
QUOTE(devilesk @ Jan 27 2005, 05:51 PM)
Exactly, that was the problem that I said I fixed in my other post
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Bah, notice how I posted that before you edited it tongue.gif

So everything works now right?
Report, edit, etc...Posted by MapUnprotector on 2005-01-27 at 21:06:45
QUOTE(LegacyWeapon @ Jan 27 2005, 07:06 PM)
Bah, notice how I posted that before you edited it tongue.gif

So everything works now right?
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Yep I made a final version, woot map is done!
Report, edit, etc...Posted by Neiji on 2005-01-28 at 22:31:52
Oh, I thought it didn't always unload when there were hyper triggers...
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