Problem:
Whether or not the winning team ends up in Victory is completely random. Most of the time the winning team ends in Victory, but there is a small chance that for some unknown reason they end in failure.
These are my Victory Triggers for my 4v4 UMS Map:
Players:
Home
Conditions:
Away commands exactly 0 Protoss Nexus
Actions:
Comment: Victory
Set 'Home Wins'
Play 'transmission.wav'
Display for current player: Enemy Destroyed
Wait 1500 milliseconds
Display for current player: [Credits go here]
Wait 1500 milliseconds
End scenario in victory for current player
The same trigger is used for the opposite team. There are no defeat triggers used. The switch activates a trigger that displays credits for the losing team, but no defeat trigger is used with it.
all players that dont get a victory trigger at the same time as another victory trigger automatically lose.
Do you get "opposing team wins" when winers end in failure?
when 1 person get a victory, all other players who doesnt ally victory to that player will get a lose
QUOTE
when 1 person get a victory, all other players who doesnt ally victory to that player will get a lose
I think I understand all of that, but if what I think is correct, there is nothing wrong with my triggers. What should I do to fix the problem?
games shorter than 2-4 mins ends on defeat (b.net)
QUOTE(SacredElf @ Aug 24 2005, 08:04 PM)
games shorter than 2-4 mins ends on defeat (b.net)
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I've had this happen on long games (5 minutes +)
Can anyone help me out here? I just double checked my triggers and they seem fine.
attach the map so we can see what happend
QUOTE
games shorter than 2-4 mins ends on defeat (b.net)
doesnt it end with a draw??
QUOTE
doesnt it end with a draw??
Aww, Draw defeat w/e
QUOTE
its...protected
use trigger viewer

wait, if current player commands 0 nexuses, wouldnt that make him lose? or is that suposed to happen
QUOTE(urmom @ Aug 24 2005, 10:35 PM)
wait, if current player commands 0 nexuses, wouldnt that make him lose? or is that suposed to happen
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No. I used no defeat triggers, just victory. If Home get victory, Away automatically loses and vice-versa.
ADDITION:
Can anyone help me out here? I really don't get what's wrong with my triggers.
QUOTE
Whether or not the winning team ends up in Victory is completely random. Most of the time the winning team ends in Victory, but there is a small chance that for some unknown reason they end in failure.
Do you remember doing anything differently in the different tests?
ppl, ppl, ppl, cmon
only problem i can think is that he didnt use any trigs to set alliance status to allied victory, but he has thoses triggers, i think maybe the ally stuff may hav to b done for ea player instead of a force, this happened to me once, i had to chk player 1-3 instead of force 1 for allying
I think that when you lose, you lose control of your buildings. And, maybe teheres's a trigger that says that if he has 0 unit or building, you lose. And, victory takes a while to pop up, so I think that's the problem... But I'm a noob...
The games that ended in victory ended in the same way as the games that ended in failure.
And I forgot to note, I had the following trigger running during the game (No hypertriggers):
Players:
Home
Conditions:
Always
Actions:
Set Home to Ally
Set Home to Allied Victory
Preserve trigger
I used a similar trigger for away as well.
ADDITION:
QUOTE(Neiji @ Aug 25 2005, 09:04 PM)
I think that when you lose, you lose control of your buildings. And, maybe teheres's a trigger that says that if he has 0 unit or building, you lose. And, victory takes a while to pop up, so I think that's the problem... But I'm a noob...
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As I said earlier, I have no Defeat triggers.
QUOTE(AFL-InuYasha @ Aug 25 2005, 08:58 PM)
ppl, ppl, ppl, cmon
only problem i can think is that he didnt use any trigs to set alliance status to allied victory, but he has thoses triggers, i think maybe the ally stuff may hav to b done for ea player instead of a force, this happened to me once, i had to chk player 1-3 instead of force 1 for allying
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He has allying and allied victory. Doing them individually won't solve anything.
I thought maybe Hyper Triggers would mess up the Waits, but it doesn't look like he used Hypers anyway.
I found some things seriously wrong with my strings [Most likely caused by StarForge Plus] and I'm going to assume something there caused a problem. I replaced the currupted strings with new ones. I hope it will work now, but I have yet to test it out.
ADDITION:
Didn't work, so I put in a whole new set of triggers. I hope the new ones will work.
ADDITION:
I figured out the problem. Though my strings were messed up, they weren't the problem. My waits were (can't believe I didn't see it earlier). Though I haven't written up the triggers yet, this is what I'm planning on doing:
Trigger 1:
Set deaths of [Unit] to 1
Conditions for Victory 1:
Opposing team commands 0 Protoss Nexus
Actions for Victory 1:
[Credits]
Set Deaths of [Unit] to 0
Conditions for Victory 2:
Team has sufferend 0 Deaths of [Unit]
Opposing team commands 0 Protoss Nexus
Actions for Victory 2:
Victory!
This way the Victory trigger waits until all of the players are done viewing the credits, instead of handing a defeat to those who haven't.
ADDITION:
Didn't work. I'm clueless.
ADDITION:
I just played a game with NO WINNER. WHAT THE ****!?
Let's look over the facts:
THERE ARE NO DEFEAT TRIGGERS USED
THERE WAS NO WINNER
HOW THE ****!?!
QUOTE(Viett @ Aug 26 2005, 11:46 PM)
ADDITION:
I just played a game with NO WINNER. WHAT THE ****!?
Let's look over the facts:
THERE ARE NO DEFEAT TRIGGERS USED
THERE WAS NO WINNER
HOW THE ****!?!
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You're not being specific enough.
How many players tested on each force? How long was the game? What did you mean "NO WINNER"?
Saying "WHAT THE ****" a hundred times doesn't help you, and only annoys us, your helpers.