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Staredit Network -> UMS Assistance -> Triggers going nuts.
Report, edit, etc...Posted by Gigins on 2005-07-28 at 12:25:37
I am making an extremely large RPG and I have encountered some stupid trigger stuff. Here is what I want the trigger to do.

1 to 4 players play the map.

1 player brings a unit to kerigan

transmission from kerigan to all 4 players

add 30 minerals to all 4 players

when transmission ends kerigan walks away


There is the triggers I use

Trigger
Description:
bring
Players:
¤ force (1-4 player) all human
Conditions:
¤ force brings at least 1 any unit to kerigan
¤ ally comp brings at least one kerigan to kerigan
Actions:
¤ set switch "talk to kerigan"



Trigger
Description:
the transmission and minerals
Players:
¤ human players 1-4 (every player has one)
Conditions:
¤ switch "talk to kerigan" is set
Actions:
¤ send transmission to ....
¤ add 30 minerals to current player
¤ clear switch "talk to kerigan"
¤ set switch "kerigan leaves"



Trigger
Description:
kerigan leaves
Players:
¤ ally comp player
Conditions:
¤ switch "kerigan leaves" is set
Actions:
¤ order to all kerigan owned by comp ...


Ok everything works fine on single player. But the following actions are in multi player.

1 player brings a unit to kerigan

transmission from kerigan to all 4 players

when transmission STARTS kerigan walks away

after transmission add 30 minerals to all 4 players


Well I don't get why this is hapening. The actions in triggers should be executed in order but there the switch "kerigan leaves" is set before minerals are added. As I said it makes no sense. Please tell me whats wrong and what should I do!
Report, edit, etc...Posted by Heimdal on 2005-07-28 at 12:32:05
In multiplayer, transmissions are NOT blocking actions. Only in single player.

You don't even need switches here...

Trigger
Players:
¤ Human Force
Conditions:
¤ Human Force brings at least 1 unit to kerrigan
¤ Computer player brings at least 1 kerrigan to kerrigan
Actions:
¤ Start Transmission
¤ Wait X seconds
¤ Order kerrigan to leave
¤ Give current player 30 minerals

Report, edit, etc...Posted by Gigins on 2005-07-28 at 12:38:09
QUOTE(Heimdal @ Jul 28 2005, 07:32 PM)
In multiplayer, transmissions are NOT blocking actions.  Only in single player.

You don't even need switches here...




Trigger
Players:
¤ Human Force
Conditions:
¤ Human Force brings at least 1 unit to kerrigan
¤ Computer player brings at least 1 kerrigan to kerrigan
Actions:
¤ Start Transmission
¤ Wait X seconds
¤ Order kerrigan to leave
¤ Give current player 30 minerals

[right][snapback]272610[/snapback][/right]


O yea I forgot to mention that. I tried to add * sec. wait to last trigger. * is the length of transmission. Anyway the transmission ended and kerigan didn't move.
I added "1 millisecond wait" instead of * sec. and kerigan still didn't move. I removed wait and kerigan leaved when transmission started.

And transmission still blocked the add mineral action!
Report, edit, etc...Posted by Heimdal on 2005-07-28 at 13:54:22
That's because your second trigger can only execute once. After it has done so, the switch is cleared and no other players can activate it to get their minerals.
Report, edit, etc...Posted by Gigins on 2005-07-28 at 14:09:46
QUOTE(Heimdal @ Jul 28 2005, 08:54 PM)
That's because your second trigger can only execute once.  After it has done so, the switch is cleared and no other players can activate it to get their minerals.
[right][snapback]272664[/snapback][/right]


No you don't understand. The 3rd trigger starts before the 2nd finishes. And I get the minerals but I get them after kerigan leaves and that is wrong if we look at triggers. Because the switch that makes the kerigan leave is after the mineral add but is executed before. I am really confused.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-28 at 20:00:05
QUOTE(DEAD @ Jul 28 2005, 11:38 AM)
O yea I forgot to mention that. I tried to add * sec. wait to last trigger. * is the length of transmission. Anyway the transmission ended and kerigan didn't move.
I added "1 millisecond wait" instead of * sec. and kerigan still didn't move. I removed wait and kerigan leaved when transmission started.

And transmission still blocked the add mineral action!
[right][snapback]272615[/snapback][/right]


i think you need the wait but you need to stop your hyper triggers from interfering. (ie delete them and remake)

Like heimdal said Tranmissions are not blocking actions. You need to use a wait if you want to delay the following actions.
Report, edit, etc...Posted by Gigins on 2005-07-29 at 12:21:46
QUOTE((U)Bolt_Head @ Jul 29 2005, 03:00 AM)
i think you need the wait but you need to stop your hyper triggers from interfering. (ie delete them and remake)

Like heimdal said Tranmissions are not blocking actions.  You need to use a wait if you want to delay the following actions.
[right][snapback]272941[/snapback][/right]


But I tested it few times and transmission blocked the add mineral action. Then I tested death counter after transmission, it blocked death counter too but it don't block switches.

Well I think that in multiplayer transmission block few actions and don't block other few. Maybe I could test all actions, make a list and you add it to tutorials?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-29 at 15:24:03
I think it didn't block any of them. But it only ran compleatly for the first player, So the switch was still set but only the first player got any minerals.
Report, edit, etc...Posted by Heimdal on 2005-07-29 at 15:24:49
Transmissions are not blocking actions in multiplayer. There's something else going on here. Did you try the suggestion I made? I think the switches are your problem.
Report, edit, etc...Posted by Gigins on 2005-07-29 at 15:39:19
QUOTE((U)Bolt_Head @ Jul 29 2005, 10:24 PM)
I think it didn't block any of them.  But it only ran compleatly for the first player,  So the  switch was still set but only the first player got any minerals.
[right][snapback]273385[/snapback][/right]


I was right Bolt. here look its clean bring, transmission and add minerals. Transmission blocks mineral add in multiplayer.

[attachmentid=12250]
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-30 at 03:03:14
Ok now are you sure the switch is after the tranmission. I find switches to be blocked the same way the other acitons remaining in the trigger are.

I assumed Heimdal was correct about it being a blocking action. I know transmissions can't be used for hyper triggers.

Oh yeah here is another interesting test for you. It also shows what really makes transmissions a blocking action (it blocks it in another trigger)

[attachmentid=12278]

Anyways as you can see it doesn't block the switch Because the building is created w/ the error sound. But it blocks the other transmission until the first is done. Then you get minerals and the 2nd one starts.
Report, edit, etc...Posted by Gigins on 2005-07-30 at 15:08:08
This is very confusing. Not the test you posted but that I tested order action and it WAS blocked by transmission in MP. But I used heimdal trigger(a bit modified)
Trigger
Description:
heimdal triggers
Players:
¤ human force
Conditions:
¤ human force brings at least 1 any unit to kerigan
Actions:
¤ transmission 55sec.
¤ add 30 minerals for current player(for entire force)
¤ display text (+30 mineral)
¤ wait for 55 sec.
¤ order kerigan to move


And it all works fine. The transmission don't block the order but block the mineral add.

I don't understand when it block and when don't block.

And I posted the right trigger in topic post. Thats the reason I made this topic. My trigger was going nuts, it executed switch before mineral add. And adding 1 millisecond wait just crashed entire trigger

ADDITION:
I still don't know about +1 millisecond "crash". But I fond out about my 1st trigger. Transmission block actions in MP for human players. But I was simulating human players with neutral players and neutral/comp players don't receive transmissions. So the switch was set by a neutral player and I got minerals in right time. I fond this out by adding a mineral leader board. The neutral players got their minerals instantly after transmission started. But Heimdal was still wrong because transmissions DO block actions in multi player. And I deleted the wait from Heimdals trigger because in real MP game it would delay the kerigan walk for 55 seconds. Anyway the +1millisecond crash is still mystic to me.
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