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Staredit Network -> UMS Assistance -> Stack glitches
Report, edit, etc...Posted by FatalException on 2006-03-07 at 23:35:35
I'm having some problems with weird glitches. One is where if you turn off the "lights" (vision with yourself and everyone) the on switch won't work, and eventually vision with yourself will turn back on. Another glitch is when you stack pylons and cannons, they take heavy damage. How do you get around this? Also, whenever you host the map, the enemy computer somehow ends up in the human players force. confused.gif
Report, edit, etc...Posted by re_casper on 2006-03-08 at 00:13:39
i would say you are biulding the pylons with less than 1 second... which usually damages things... try turning off operation cwal it usually doesnt take as much damage
Report, edit, etc...Posted by HeRtZ on 2006-03-08 at 00:31:35
Well first of all make sure your map has hypers, and for every lights out if you have a wait trigger like "wait 30000" or however much waits you have, that can eventually add up and slowww down the turn off lights. even with hypers it will screw it up.
Report, edit, etc...Posted by Kyuubi. on 2006-03-08 at 00:32:27
QUOTE(FatalException @ Mar 7 2006, 08:35 PM)
I'm having some problems with weird glitches. One is where if you turn off the "lights" (vision with yourself and everyone) the on switch won't work, and eventually vision with yourself will turn back on. Another glitch is when you stack pylons and cannons, they take heavy damage. How do you get around this? Also, whenever you host the map, the enemy computer somehow ends up in the human players force.  confused.gif
[right][snapback]441279[/snapback][/right]

this might be a suggestion, but you can recheck the triggers to see if they are in correct order, like vision for the right player like if its player 1 then run ai script' set ON shared vision for player7' then player 1 will have vision on what player 7 sees.
you can try using the fog of war or something you can vision with like a computer player.
maybe building properties are hallucinations?only thing i can think of is because they take twice amount of damage of real units.

sorry if these suggestions doesn't sound good
Report, edit, etc...Posted by FatalException on 2006-03-08 at 23:56:37
QUOTE(re_casper @ Mar 7 2006, 09:13 PM)
i would say you are biulding the pylons with less than 1 second... which usually damages things... try turning off operation cwal it usually doesnt take as much damage
[right][snapback]441287[/snapback][/right]

I wasn't using operation cwal, this was on Battle.net. So, are you saying I should change the build time from 1 to 2 or 3?
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-03-13 at 14:39:16
Well, vision triggers are somewhat messed up. They're sorta backwards. I'm going to tell you what Sly said, but in simpler terms.

If you want Player X to see what Player Y has, it should look like this.


Trigger
Description:
Player X to see Player Y
Players:
¤ Player X
Conditions:
¤ "Lights on" is set
Actions:
¤ Run AI script "Turn on share vision for player Y"


Like I said, it's backwards. I hope this helps.
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