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Staredit Network -> UMS Assistance -> Something easy, yet I cannot make it right...
Report, edit, etc...Posted by Gigins on 2005-12-20 at 15:25:12
OK as you all know I am working on Starcraft Fortress. And I encountered something really stupid, at least I think it's stupid not me tongue.gif ...

I need a teleporter system, few triggers actually. Probe builds a pylon and it is replaced with disabled cannon(teleporter entrance). Then build another pylon which is teleporter exit. The trigger is for offence packs(p3,4,7,8) so I'll write it as p3...



Trigger
Description:
build entrance
Players:
¤ p3
Conditions:
¤ p3 commands exactly 0 entrance
¤ p3 commands exactly 1 exit(100% warped pylon)
Actions:
¤ center location "p3 t1" on exit
¤ remove 1 exit at "p3 t1" for p3
¤ wait 100 ms
¤ create 1 entrance for p3 at "p3 t1"
¤ preserve trigger




Trigger
Description:
build exit
Players:
¤ p3
Conditions:
¤ p3 commands exactly 1 entrance
¤ p3 commands exactly 1 exit
Actions:
¤ center location "p3 t2" on exit
¤ preserve trigger




Trigger
Description:
disable entrance
Players:
¤ p3
Conditions:
¤ always
Actions:
¤ disable entrance for p3 at p3 t2
¤ preserve trigger


Ok this far everything works fine but there comes the "stupid" part...
(Force1,2 is team red)



Trigger
Description:
display p3 teleporter is connected
Players:
¤ force1,2
Conditions:
¤ switch 1 is cleared
¤ p3 brings at exactly 1 exit to "p3 t2"
Actions:
¤ set switch 1
¤ display text...
¤ preserve trigger




Trigger
Description:
display p3 teleporter is disconnected
Players:
¤ force1,2
Conditions:
¤ switch 1 is set
¤ p3 brings at exactly 0 exit to "p3 t2"
Actions:
¤ clear switch 1
¤ display text...
¤ preserve trigger


The first one runs but the second one never runs, I mean WTF is wrong. No other switches or probably anything else is used. IM just confused and to be honest I am making this stupid trigger whole day already pinch.gif
Report, edit, etc...Posted by Joshgt2 on 2005-12-20 at 15:30:28
Try taking the display text out. I have had problems that for some reason the display text actions would stop the rest of my triggers from running and causing other triggers to not work correctly.
Report, edit, etc...Posted by Gigins on 2005-12-20 at 15:58:29
It's actually stupid enough to try tongue.gif

ADDITION:
No, I removed display text from first trigger but the second still didn't run. Come on brainiacs, HELP ME wacko.gif
Report, edit, etc...Posted by fritfrat(U) on 2005-12-20 at 16:04:01
So, the second trigger is supposed to run after you remove/kill the exit, right?

Just a suggestion, but try using a resource or a unit at a location instead of a switch for testing purposes; you can see these things. Isolate the problem of what conditions are being set and which ones are not.

Also, make sure all hypers are below it smile.gif Lots of my problems have ended that way, lol
Report, edit, etc...Posted by Gigins on 2005-12-20 at 16:19:40
Nice advice man, thanks.
OK, the switch(unit in this case) worked and both triggers were preserved and worked over and over again. Except the text display. the first one runs, but the second doesn't and when preserved the first doesn't run either.

Any ideas, what is wrong and how to get my texts right? I will need a lot of them later in triggers...

Ok, I just found out what was in the way of text, but I still don't get why. I had neutral players in force 1,2 for testing, when I replaced them with human players the texts just run perfectly. I have no idea what was wrong, and Im afraid of this could happen when human slots wouldn't be empty... Gona test with comp players.
Report, edit, etc...Posted by www.com.au on 2005-12-20 at 21:42:19
Neutral players are pretty ..... extremely screwy when you use triggers on them. sc just odesnt like it.

i dont know about the text. I thought u removed it at the start or somethig?
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