Staredit Network

Staredit Network -> UMS Assistance -> Text Glitches
Report, edit, etc...Posted by fm47 on 2005-12-10 at 18:28:26
When I have a civillian talk on my rpg, the text sometimes glitches and gets erased at the section my hero walks over (or other moving units). What should I do?
Report, edit, etc...Posted by Lithium on 2005-12-10 at 18:41:38
must be your comp. you should make it properly placed, it shouldnt do anything wrong then.
Report, edit, etc...Posted by MindArchon on 2005-12-10 at 18:53:16
QUOTE(fm47 @ Dec 10 2005, 04:28 PM)
When I have a civillian talk on my rpg, the text sometimes glitches and gets erased at the section my hero walks over (or other moving units).  What should I do?
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There has to be a reason, what are the units walking over? Your text

I would get around that by constantly doing this for as long as you want the text to be displayed:

Trigger
Players:
¤ Any
Conditions:
¤ Stuff to limit text
Actions:
¤ Display Text "



















Text"
¤ Preserve Trigger


Only downside is that players wont really be able to talk. Explain more about your problem.
Report, edit, etc...Posted by Red2Blue on 2005-12-10 at 19:46:10
I wonder why people don't post their map or something, it makes the job so much easier and faster. There are many reasons why this happens, but it really needs to be further explained so we can solve your problem.
Report, edit, etc...Posted by fm47 on 2005-12-10 at 22:15:57
They're not walking OVER my text, they're swiping through it... there isn't any reason except for graphical errors... this has never happened before either...

My reason for not posting my map is because there are so many things that I want to keep until the release... like a book (it IS an RPG afterall).

ok, so the text displays. My unit walks upwards, the text disappeares at where he walks... kind of like moses parting the sea.

It MAY be the computer because this is my brother's computer, but the videocard is more than good for starcraft, there shouldn't be that problem unless it's because I havn't restarted the computer for a while and used up the resources..

To repeatedly display the text is exactly what I wan't to avoid- it's annoying and overall just blah. I would hate it if I was playing final fantasy XI and as the npc was talking to me, he would say it 50 million times so i could never message anyone... I know this is starcraft, but I know that this is a glitch because this just doesn't happen. his path eats the text and if he doesnt move everything's fine... sometimes.

Edit--

well it appears to happen even when I don't move. Where there is a building the map building erases a chunk of the text. This isn't like oh the "T" is gone, it's like half the "T".

And it seems to happen more on my bigger paragraphs at about 6 or so lines with 3 hard returns after it.


edit again--
So what's really happening is that sometimes when my unit moves over the text or the gas on my "house" (assimilator) puffs a heave of gas, it kills the text layer where the gas was displayed.... I guess this can't be helped, like fps lag in a consol game -_-
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-10 at 22:30:54
Please Post your map on this so we can check it out, instead of reading to find out what you mean.
Report, edit, etc...Posted by fm47 on 2005-12-11 at 00:17:54
Ok I just said I have a reason for not posting... are you just posting things ALREADY stated for minerals and post counts, or are you just not reading previous posts? You did the same thing in my other thread...

edited*
Report, edit, etc...Posted by Rantent on 2005-12-11 at 02:27:49
Well I have to say this is something...

Only other time I've ever seen things like that happen was when DK was testing EUD's with text...
You aren't using some very unusual death counts or something in your map... are you?
Report, edit, etc...Posted by www.com.au on 2005-12-11 at 08:27:43
Im thinking what rantent is now.. sounds EUD'ish

is there anything u didnt tell us?
Report, edit, etc...Posted by fm47 on 2005-12-11 at 12:28:40
I am in fact using deathcounts... pretty complicated ones (for me anyway). Instead of using 4 locations to go in and out of a building, I have 2 locations...

One is set over my "house" building and the other is the interior of the building. I have something like this

Cond.
'Current Player' brings at least 1 of 'men' to "Location1"
'Current Player' has suffered exactly 0 of 'Protoss Assimiliator' deaths.
Act.
Modify death counts for 'Current Player': Set 1 for 'Protoss Assimilator'.
Move 1 'men' owned by 'Current Player' to at "Location1" to "Location2"
Centerview at "Location2"
Preserve triggers.

then

Cond.
'Current Player' has suffered exactly 1 of 'Protoss Assimilator' deaths.
'Current Player' brings exactly 0 'men' to "Location2"
Act.
Modify death counts for 'Current Player': Set 2 for 'Protoss Assimilator'
Preserve triggers.

then

Cond.
'Current Player' has suffered exactly 2 of 'Protoss Assimilator' deaths.
'Current Player' brings exactly 1 'men' to "Location2"
Act.
Modify death counts for 'Current Player': Set 3 for 'Protoss Assimilator'.
Move 1 'men' owned by 'Current Player' at "Location 2" to "Location1"
Centerview at "Location1"
Preserve triggers.

lastly

Cond.
'Current Player' has suffered exactly 3 of 'Protoss Assimilator' deaths.
'Current Player' brings exactly 0 'men' to "Location1"
Act.
Modify death counts for 'Current Player': Set 0 for 'Protoss Assimilator'.
Preserve triggers.



Basically what this does is when my character is in a building (just another section of the map), I have a death counter to show that he's in there. Then to prevent him from just being moved back and forth, I have it set so that when he walks off, he'll get another death counter, which is part of the condition for getting out of the building. Then when he gets back out, it gives him another counter to show that he's out. When he walks off that location, it removes all the counters so he can go in another building.

I'm using the same technique for talking to the people... everytime I get close to them, they'd speak, but to prevent repeatitive speaking, that was used. So everytime I walk past one, he would talk, then I walk away and come back, he'd talk again.

I then used that weird little idea I posted on my other thread to have


null
Trigger
Conditions:
¤ Switch 1 is Cleared
Actions:
¤ Modify death counts for (unused player/unit): Subtract 1 for Gateway (you can also use minerals, gas, anything that can count really, so long as it's unused)
¤ Randomize Switch 1.
¤ Preserve Triggers.



null
Trigger
Conditions:
¤ Switch 1 is Set
¤ xPlayer has suffered at most 3 deaths of Gateway.
Actions:
¤ Modify death counts for (unused player/unit): Add 1 for Gateway (you can also use minerals, gas, anything that can count really, so long as it's unused)
¤ Randomize Switch 1.
¤ Preserve Triggers.


[trigger][cond][c]xPlayer has suffered exactly 4 deaths of Gateway.[/cond]
[actions]randomize switch 1[/actions][/triggers]

This makes the number just go up and down from 0-4, capped at 4. What's this for? I made it so that the civilians speak differently for each count. At 0 they say one thing, at 1 they say another, ect. This way they don't say the same things everytime. They DO say the same things sometimes, but it at least varies now.

I thought all this was such a great idea when I thought of it... but just this effects my text sad.gif?
Report, edit, etc...Posted by Neiji on 2005-12-11 at 16:52:15
Sry, I can't read all that, can ya post the map?
Report, edit, etc...Posted by oKaY on 2005-12-11 at 16:56:25
Wow you are retarded he just said HE DOESNT WANT TO POST THE MAP BECAUSE IT WILL GIVE IT AWAY.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-11 at 17:16:35
QUOTE(oKaY @ Dec 11 2005, 04:56 PM)
Wow you are retarded he just said HE DOESNT WANT TO POST THE MAP BECAUSE IT WILL GIVE IT AWAY.
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...If he doenst want to give the map to us nor give it away that what does he want is this some kinda quiz?
Report, edit, etc...Posted by fm47 on 2005-12-11 at 18:35:53
hm, I thought the long post would have said something about what I'm doing...

It's nothing complicated, the text is simply disappearing where my unit walks and only happens SOMETIMES when there is ANIMATION at where the TEXT is. Eh... forget it I guess, it's a glitch, graphical glitch, nothing can be done unless someone knows that this is a glitch due to a reason, not just how it simply is.

If I was trying to make a quiz, I would've posted questions, not what was happening to my map.

Though I would like to know if the death counters do anything.. I don't know what the EUD thing is, so it can't be that unless I'm somehow doing it without knowing.
Report, edit, etc...Posted by Urmom(U) on 2005-12-11 at 21:12:32
Try adding in a safeguard so that the two texts won't be displayed at the same time. You can use things like switches.
Report, edit, etc...Posted by Doodan on 2005-12-12 at 01:01:36
My comp has weird little quirks too that I know are unique to it (like the music starts skipping around like a scratched CD). So just because the text messes up on your comp (perhaps a faulty video card or whatever), doesn't mean it will mess up for other people. You may just have to endure it with the knowledge that it won't be troublesome for other people.
Report, edit, etc...Posted by www.com.au on 2005-12-12 at 06:59:52
Doodan, its not unique, because mp3 files sometimes skip for me as well. Like a scratched CD.


Thats a very clever method of entering and exiting, although using 4 locations would be faster to trigger.

EUD's are using extended units and using thier death counts to detect things that would normally not be detectable, like a units hp, text or sound.

But i dont think using deaths of a Gateway or a Forge would do anything.

Maybe you have a slow computer or something to do with the graphics..


What does the invisible text tag do? could that be causing something like this?
Report, edit, etc...Posted by Doodan on 2005-12-12 at 14:36:13
QUOTE(www.com.au @ Dec 12 2005, 06:59 AM)
Doodan, its not unique, because mp3 files sometimes skip for me as well. Like a scratched CD.
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What I meant to say was that my computer causes the STARCRAFT music and sounds to skip or repeat themselves. For instance, if you were to play the first zerg mission in the campaign, the Overmind would be silent for a few seconds and then he would say "Awaken my child, awaken my child, awaken my child", and then continue what he says. It drives me nuts when I'm trying to make "movie maps" especially when I'm trying to get the events to sync up with music and it keeps skipping around. But it only happens on my computer, as I've tested my maps on other comps and it worked just fine. I was just suggesting that maybe the text glitches are just a unique quirk to his computer like the messed up sounds that only happen on my comp.
Report, edit, etc...Posted by fm47 on 2005-12-13 at 02:17:28
I'm not sure what the invisible thing does, but it's at the very end, for example:

Templar:
The monsters have been
sprawling about these few
days, go check it out.
(Invisible color thingy)

It moves all the text 1 line up, that way it's a bit easier to see and it would also make it so the text has a space before the next message displayed.

4 locations would indeed be faster, but 4 locations is 4 entire locations. If I did that for each civilian.. well I might as well not have an RPG smile.gif

Though I'm sure the video card is more than enough for starcraft, I'm sure it's just a graphical glitch, and if it is so, then I'm totally fine with it. I just didn't want it to be something I could fix and never find out how.
Report, edit, etc...Posted by MarcX on 2005-12-15 at 07:52:35
You're making your text part of the background... with your fooling around.

That way, when it has to be repainted (because some unit is walking there), the text is gone.


That's my most probable explanation, note that I have no idea what I'm talking about.
Report, edit, etc...Posted by Urmom(U) on 2005-12-15 at 14:36:23
Text is shown over units and everything.
Report, edit, etc...Posted by Joshgt2 on 2005-12-15 at 14:43:40
The background... blink.gif HUH?! What are you talking about... The text just like urmom said "is shown over units and everything". I have never herd of the text being part of the background... dry.gif
Report, edit, etc...Posted by fm47 on 2005-12-16 at 14:20:01
yes, it's SUPPOSE to show over everything with its own layer above everyones... the thought "urmom" suggested sounded more like the problem I'm having. The text is literally a part of the background other than that it moves with me, any moving unit "under" the text will be "above" the text and that area will disappear, not a few letters, not a few words, sudden cut-off of letters is more like it...
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