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Staredit Network -> UMS Assistance -> Overlord transport
Report, edit, etc...Posted by flipmonkey on 2005-10-09 at 19:40:04
Im having trouble making triggers where an overlordis used then units enter transports,overlord moves to a certain location and dropsoff.

I have 4 differents locations each creating 1 overlord in. A second later units are created like 8 lings, 2 ultra, 2 ultra and 4 hydras, to enter these overlords.

Once in the transport I want the overlords to move to 2 locations where overlord 1 and 2 goes to this location and 3 and 4 goes to another. Thats where they drop off the units. Then is repeats itself till a certain building is destroyed.

The first round is im able to get them in the overlord put for some reason the overlords group up once created. The second time it goes overlords get created but doesnt pick up the units and doesnt group up but goes to the certain location where it supposed to dropoff. Then is ggets worse as the game goes on.

I dont know how to set up this trigger so im asking someone to tell me how.

Report, edit, etc...Posted by Sniper on 2005-10-09 at 19:42:51
Could you post the triggers you have right now?
Report, edit, etc...Posted by Zeph on 2005-10-09 at 20:00:09
I just read the top part, but there's pretty much a trigger for this...
All you have to do is cheak in the tutorials, then add something like
Bring atleast 1 overlord to X
Move overlord from x to z
Depart units
Move overlord from z to x

ADDITION:
And what kind of map is this?
Cause I read it all now and you can cheat if it aint a certain kinda map tongue.gif
Report, edit, etc...Posted by flipmonkey on 2005-10-09 at 22:49:01
Ok this is the triggers im using:

These one for dropoff:

condition:
player 8 brings at least 1 OV to "Location dropoff 1"
action:
Al script "exit transport" at "location dropoff 1"
preserve trigger

condition:
player 8 brings at least 1 OV to "Location dropoff 2"
action:
Al script "exit transport" at "location dropoff 2"
preserve trigger

Then there is this one:

Condtion:
Player 7 brings exactly 1 "building" at "location building"
action:
wait 27000 mili
Create 1 OV at "location 1" for player 8
Create 1 OV at "location 2" for player 8
Create 1 OV at "location 3" for player 8
Create 1 OV at "location 4" for player 8
Wait 1000 mili
create 4 hydra at "location 1" for player 8
create 8 lings at "location 2" for player 8
create 2 ultra at "location 3" for player 8
create 2 ultra at "location 4" for player 8
wait 1000 mili
at script "enter transport" at "location 1"
at script "enter transport" at "location 2"
at script "enter transport" at "location 3"
at script "enter transport" at "location 4"
wait 1000 mili
issue order to all men owned by player 8 at "location 1" move to "location dropoff 1"
issue order to all men owned by player 8 at "location 2" move to "location dropoff 1"
issue order to all men owned by player 8 at "location 3" move to "location dropoff 2"
issue order to all men owned by player 8 at "location 4" move to "location dropoff 2"
preserver trigger


Thats about it; The problem i having is once overlords get created (OV1 and OV2, OV3 and OV4) they group up. Afterwards the other units gets created and enter the OV, but not all of them are able to get in. After 30 seconds pass another group gets created but this time, the overlords leave with out picking up the units.

Overlord 1 and 2 exit transport at the same location and Overlord 3 and 4 exit transport and the same location.

Trying to find out what the problem is but im not having much luck.
Report, edit, etc...Posted by KaboomHahahein on 2005-10-09 at 23:23:58
You can make a trigger so that the overloards do not exit their "area" until they get the units. So then they won't be able to group up. Make a trigger that moves the overloards in the area back in the area whenever they leave and until all the units are inside the overloard do you allow then to drop it off.
Report, edit, etc...Posted by Zeph on 2005-10-09 at 23:24:01
I dont see anything wrong.. Hold on.
Report, edit, etc...Posted by Ninebreaker on 2005-10-09 at 23:26:49
post the triggers or the map, im sure many would be willing to help
Report, edit, etc...Posted by Zeph on 2005-10-09 at 23:27:29
He did post the triggers >.>
Report, edit, etc...Posted by flipmonkey on 2005-10-10 at 01:39:47
Ok nvm about the triggers. I got myself out of it.

All i did is this

Condtion:
Player 7 brings exactly 1 "building" at "location building"
action:
wait 27000 mili
Create 1 OV at "location 1" for player 8
Create 1 OV at "location 2" for player 8
Create 1 OV at "location 3" for player 8
Create 1 OV at "location 4" for player 8
create 4 hydra at "location 1" for player 8
create 8 lings at "location 2" for player 8
create 2 ultra at "location 3" for player 8
create 2 ultra at "location 4" for player 8
wait 3000 mili
at script "enter transport" at "location 1"
at script "enter transport" at "location 2"
at script "enter transport" at "location 3"
at script "enter transport" at "location 4"
preserver trigger

-----------------------------------------------

condition:
player 8 brings at least 1 OV to "Location dropoff 1"
action:
Al script "exit transport" at "location dropoff 1"
preserve trigger

condition:
player 8 brings at least 1 OV to "Location dropoff 2"
action:
Al script "exit transport" at "location dropoff 2"
preserve trigger

--------------------------------------------------

condition:
always
action:
issue order to all men owned by player 8 at "location 1" move to "location dropoff 1"
issue order to all men owned by player 8 at "location 2" move to "location dropoff 1"
issue order to all men owned by player 8 at "location 3" move to "location dropoff 2"
issue order to all men owned by player 8 at "location 4" move to "location dropoff 2"
preserve trigger

Thats what i did to fix the problem. Still I dont know why i ran into that problem before... Would like to know why it did that but im fine now. Just happy i got my self out of it
Report, edit, etc...Posted by PCFredZ on 2005-10-10 at 08:30:23
Enter Transport is not instaneous. The units do not get teleported magically into the transport the moment the script is run; instead there is a delay between the script and the completion of the action. Same for Exit Transport.
Report, edit, etc...Posted by Zeph on 2005-10-10 at 14:24:47
Lol. Goodjob, Flip.
Report, edit, etc...Posted by flipmonkey on 2005-10-10 at 22:47:00
haha go me lol. Hopei dont run into anymore problems.
That does explain it haha owell thanks

ADDITION:
Ok now another problem put it doesn't have to do with the Overlord transportation.

Once the OV dropoff the units i want those units to attack what ever comes in there path. I have this building that there supposed to destroy but once they dropoff they dont really attack. I did set the triggers correctly. Use the order trigger and set them to attack but they dont really attack. Some of them do attack the building and/or the units around but the others just freeze and like shake.

Trying to make this as smooth as possible. Dropoff units attack a building destroy the building then leave. Thats what im trying to do. I also have the location layer close together but no overlapping each other. Just wondering if the location layer may have an effect on this.
Report, edit, etc...Posted by LegacyWeapon on 2005-10-10 at 23:01:52
Try using patrol instead of attack. They are more aggressive that way.
Report, edit, etc...Posted by flipmonkey on 2005-10-11 at 00:17:38
eerrr this is turning out to be annoying, with the overlord transport. When i first said this everything worked fun but now i had to add another part to it. Since i said that there are 4 OV well now im adding 12 more, these overlords appear in each coner of the map (4 in each coner). I got one coner to work fine. But when i added the other three coners they didnt work all but that first one i made. There is a delay in the other 3 coners. One works fine then another works a min later then the other two doesnt work at all. Im sure i got the triggers right because all i did is copy and change there location.

Please tell me once again whats wrong this time. The triggers are still all the same but set to different locations.
Report, edit, etc...Posted by in_a_biskit on 2005-10-11 at 01:42:06
You've come across the common problem which some people call a 'wait block'.

Wait actions are what Blizzard calls 'blocking actions'. This means that:
  1. When a wait action is run, all the actions in the same trigger after it are delayed until the wait action finishes, and
  2. No two wait actions are allowed to run for the one player at the same time; if another wait action wants to run whilst another trigger is already running a wait action, then it will be delayed until the first wait action has finished before it starts counting its 'wait time'.
Note: when a blocking action is run, Starcraft goes and checks the rest of the triggers whilst it is waiting for that blocking action to finish.

That's what's happening here - the first trigger runs a wait action, and in the meantime checks the rest of the triggers. When it reaches the trigger for a different corner, that trigger also wants to run a wait action. But since the player is already running the wait action for the first trigger, the second wait action has to wait until it finishes before it even gets to start.

So the second wait action in effect ends up taking twice as long as you want it to. And the third wait action, being held up by two wait actions, is even slower; and the fourth is slower again.


There are a few ways of tackling this kind of problem.

In your situation, if all the triggers for each corner are supposed to run at the same time anyway, you can group all four corners into the same trigger, using the same wait action, instead of having 4 distinct triggers.

For example, Actions:
    wait 27000 mili
    Create 1 OV at "location 1" for player 8
    Create 1 OV at "location 2" for player 8
    ...
    Create 1 OV at "location 16" for player 8
    create 4 hydra at "location 1" for player 8
    create 8 lings at "location 2" for player 8
    ...
    create 2 ultra at "location 16" for player 8
    wait 3000 mili
    ai script "enter transport" at "location 1"
    ai script "enter transport" at "location 2"
    ...
    ai script "enter transport" at "location 16"
    preserve trigger

Other popular ways to get around the problem of 'wait blocks' normally involve death counters.

What I think are more intuitive, but messier and less elegant methods are using 'physical timers' or the countdown timer.
Report, edit, etc...Posted by flipmonkey on 2005-10-11 at 16:27:49
That explains all the delay. Ill try fixing it once i get home from school.
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