First off....Can i delete my previous topics, if so how?
Ive been working on my map again and wanted to check if the triggers for player 2 till 4 were ok. So i set up a LAN between my pc and my laptop. I started it and a bunch of triggers didnt activate or did activate but not on the right time.
- I checked my triggers again (mainly for player 2).
- I changed the playing speed several times.
Hope someone can help me
You can download my map , and if you view it in singleplayer you will get to see my pregamemovie as it is suppose to be. Have a laugh

Cuz of the size of the map(5.35mb) i had to put on the yousendit server, dont worry its all good
http://s40.yousendit.com/d.aspx?id=0ZGQ397...3L055OQAPQ7W87SADDITION:
ANYBODY?
5.35 mb is WAY too big for a movie map.
Disregard the fact that its a large map, cuz im only gonna play it with my friends through LAN. And its not a moviemap, the game begins after this that lil movie.
Too bad i aint got no answer for my question though

You should always test maps in Multiplayer mode, be it B.net, LAN, or Direct Connection/Modem with nobody connected.
The problem you're describing is likely from faulty triggering in which one player's actions inadvertantly affect another's.
Can you post a new version of the map without sounds?
I could do that, but since its still a movie (the actual game follows after ) the triggers that are messed up are the ones with sounds/music in it.What also goes wrong is the centerviewing goes at different times then i want.
So i dunno if making a soundless/musicless map for downloading has any use.
QUOTE(whaaaaat02 @ Aug 18 2005, 02:39 PM)
I could do that, but since its still a movie (the actual game follows after ) the triggers that are messed up are the ones with sounds/music in it.What also goes wrong is the centerviewing goes at different times then i want.
Center view runs totally different for single and multi, so you definitely shouldn't test with single player mode any more.
QUOTE
So i dunno if making a soundless/musicless map for downloading has any use.
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I'm not going to run the map, just look at it, and taking out the music is to make the DL easier.
Yes, like PCfredZ said:
Dont test maps on single player. Center view, transmition texts, and other triggers work differently in single player than in multiplayer (they usually dont fire in single player).
[attachmentid=13068]Yeah i know that now yeah
Anyway here's the soundless map
I know some triggers are wrong,redundant.
Oh right, you posted this map last time.

Whoa there, you need to get some basic trigger sequencing stuff learned.
There are so many problems in the map that I don't even know how they'll run when interferring with each other.

Please just describe what you were
trying to do, sequentially.
ADD: Each player's own Toggle Switch actions will affect the other player's as well. Use Set and Clear instead and see if that fixes the problem. (Or test with 3 players, but that won't fix anything)
yea i know those switches are wrong,cuz i dont get switches....and Bolt told me you only have to toggleswitch onetime, but when i did it messes up
ADDITION:
http://www.staredit.net/index.php?showtopic=19032This is what i wanna do.....see one of my last posts
The problem is that Toggle will run for each player. What Bolt told you was supposed to simplify things since you were swapping between 2 locations, but you have to make sure that it doesn't run for the other players. All you have to do is, for all the Toggle triggers, add a condition such as "P8 suffers at most 0 deaths of Unused Unit", and add an action such as "Add 1 death for P8 to Unused Unit", which will guarantee that the condition does not qualify for the other players, and thus will not cause the trigger to run again for them. In other words, have those triggers disable themselves.
ill try that, im such a dumb a s s with switches,be back 2morrow
lol, its alright not evryone is
Well tried it, didnt work....i added those conditions and actions to all the toggle triggers. Like so
Condition:
Allways
Pl 8 suffer add most o deaths of indepandant starport (unused)
Action:
Wait for...
Toggle switch
modify death for pl8 add 1 independant starport (unused)
Dont know if those added ones needs to be moved up or down. The centerviews were allright but then the music played at the wrong time. And those musictriggers are done by elapsed time triggers.
QUOTE(whaaaaat02 @ Aug 20 2005, 07:55 AM)
Well tried it, didnt work....i added those conditions and actions to all the toggle triggers. Like so
Condition:
Allways
Pl 8 suffer add most o deaths of indepandant starport (unused)
Action:
Wait for...
Toggle switch
modify death for pl8 add 1 independant starport (unused)
Dont know if those added ones needs to be moved up or down. The centerviews were allright but then the music played at the wrong time. And those musictriggers are done by elapsed time triggers.
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Maybe you shouldn't use a single switch anymore. Try using Death counters. However, make sure that the Deaths get added for every player, but only once at a time. In other words, you'd need 2 separate triggers for each thing. One trigger will be run only once, and it does all the waits, adds Deaths to the entire Force of human players, creates new units, orders units, etc. The other trigger runs individually for each player, playing sounds and displaying text. Use a different value of Deaths for each movie sequence, and you'll be all set.
can you give me an example trigger
P: Force1
C: Elapsed time at least 2 seconds
C: Cur. Player suffers exactly 0 deaths of Counter
A: Set Deaths for Force1: set to 1 for Counter
A: Order all Zerglings owned by Player X: patrol to Location A
P: Force1
C: Cur. Player suffers exactly 1 deaths of Counter
A: Display: "OMFG THE ZERGLINGS!"
A: Play wav "\omfg.wav"
P: Force1
C: Elapsed time at least 10 seconds
C: Cur. Player suffers exactly 1 deaths of Counter
A: Set Deaths for Force1: set to 2 for Counter
A: Create 3 Firebats at Location B for Force1
A: Run AI Script "Enter Closest Bunker" at Location B
P: Force1
C: Cur. Player suffers exactly 2 deaths of Counter
A: Display: "Fire it up!"
A: Play wav "\fireitup.wav"
As you can see, I used Elapsed Time to time everything. Alternatively, you can use Waits, though I'd prefer Death counts for everything. However, using Deaths may get a little more complicated, but here's an example in case if you'd like to use it.
[Use Hyper Triggers]
P: Force1
C: Always
A: Set Deaths for Cur. Player: Add 1 for Time
A: Preserve
P: Force1
C: Cur. Player suffers at least 24 deaths of Time
C: Cur. Player suffers exactly 0 deaths of Counter
A: Set Deaths for Force1: set to 1 for Counter
A: Order all Zerglings owned by Player X: patrol to Location A
P: Force1
C: Cur. Player suffers exactly 1 deaths of Counter
A: Display: "OMFG THE ZERGLINGS!"
A: Play wav "\omfg.wav"
P: Force1
C: Cur. Player suffers at least 120 deaths of Time
C: Cur. Player suffers exactly 1 deaths of Counter
A: Set Deaths for Force1: set to 2 for Counter
A: Create 3 Firebats at Location B for Force1
A: Run AI Script "Enter Closest Bunker" at Location B
P: Force1
C: Cur. Player suffers exactly 2 deaths of Counter
A: Display: "Fire it up!"
A: Play wav "\fireitup.wav"
im gonna try it,sometime moving on with my map allright thnx man