The map is attached below.. the problem is when you try to select the mineral rate, it doesn't work, it is always stuck at 5.. please tell me how to fix it.. thanks..
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Come on it's probally a really simple problem that I am missing here.. don't any of you know how to fix it..? =/
Edit
I forgot that attachments don't work.. you can find the map at
http://freethepenguins.com/BattleCraft/Well when I took a look at it I noticed that the Set $5/Tick trigger did nothing and that there are no preserves for the other Set $x/Tick triggers.
Also, could you explain exactly how your system works and what you are trying to do? It would help to see what the triggers are for and to see if there are any errors.
Also for your observer moving triggers I would change All players to just Current player.
I use hyper triggers so I can't use normel waits, so I use an observer moving to a location and then getting teleported back to count "ticks"
By default every tick you get 5$
At beginning of game to choose how much to get per tick
You can choose 5$ which leaves it how it is, or 15$, all the way up to 300$
You choose by moving the civ to the green dot sprite next to the mineral that indicates the amount of $ per tick you wanna get
Then it sets a death counter and removes the civilian and mineral things there
Then you get the tick money based on the death counter from the selection
It does everything ok except it always only gives 5$ per tick.. please tell me how to fix.. and there is a minor bug where it says unit unplaceable, not sure what's up with that.. it doesn't seem to effect gameplay.. fixing that would be nice also, though
I believe the problem is that you are using All Players in your tick triggers, change all of them to currentplayer.
EDIT: Okay that's not the true problem I believe
The problem is that once the $x/Tick triggers run you set their death counts to 0 so they will never get minerals again from that.
And also your $x/Tick triggers won't be running based on the Tick of the observer either. You have to add a switch that sets to the trigger with the observer being at timer 2.
Then in the conditions of your $x/Tick trigger add the switch has to be set. Then in the actions clear that switch.
The thing where you choose how much minerals to get, that uses mineral chunk type 1
The observer thing, every time it gets teleported back, it sets mineral chunk type 2 to 1, so people get there minerals, and then it sets it back to 0, so they get minerals once per observer tick
It it set to all players because only 1 player has observer, and all players need to get money not just 1
Change the conditions of the $x/Tick triggers to Current Player, in fact change the actions from all players to currentplayer as well.
They will run because even if one person has an observer and it makes it to timer 2 you are setting the chunk deaths for All Players.
Also I have a suggestion about your observer timer. Instead of having a currentplayer in the game controlling it, use player 9,10, or 11, since you have all the p12 units removed.
But triggers don't effect players 9 10 11 or 12
I've tried before.. it didn't work..
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Oh and I have it take away the chunk death for all players because it adds the ore for all players anyways, otherwise it would add the ore to all players, once for each player, so if there is 8 players it'd do it 8 times.. I set it to all to prevent that o.o
No, in your $x/Tick trigger set all of the conditions/actions to Current player so it runs individually per player. INCLUDING the add resources action.
Currently your triggers don't run because your conditions for All players are never met.
Triggers do affect players 9-12.
A few Things.
First, you should never and i mean NEVER use waits, unless they are for a one time wait, even find another condition if you can.
Second, Why are you using the observer to time things you dont need to do this at all. You can use death counters for timers and it works quite well.
If you want to do this with less hassle, heres what you need to do, basically with hypertriggers, every Trigger will fire 12 times per sec as long as the conditions stay true.
These Triggers are all set for "All Players" in the player selection, and make sure you list them in the this order, as this is the order they will fire in, the order triggers are listed, is the order they will fire in, this effectively puts the minerls on a 5 sec game timer.
Condtions:
Deaths(CurrentPlayer, AtMost, 11, Rhynadon);
Actions:
SetDeaths(CurrentPlayer, Add, 1, Rhynadon);
PreserveTrigger();
Condtions:
Deaths(CurrentPlayer, AtLeast, 12, Rhynadon);
Deaths(CurrentPlayer, AtMost, 4, Bengalaas);
Actions:
SetDeaths(CurrentPlayer, Add, 1, Bengalaas);
PreserveTrigger();
Condtions:
Deaths(CurrentPlayer, AtLeast, 5, Bengalaas);
Actions:
SetResources(CurrentPlayer, Add, 5, Ore);
SetDeaths(CurrentPlayer, SetTo, 0, Bengalaas);
PreserveTrigger();
Condtions:
Deaths(CurrentPlayer, AtLeast, 12, Rhynadon);
Actions:
SetDeaths(CurrentPlayer, SetTo, 0, Rhynadon);
PreserveTrigger();
Only thing waits are good for is hyper-triggers.
I have also attached an example map of the triggers.
[attachmentid=17920]
I wanted to use triggers for players 9-12 before but it wouldn't work.. wanted to make them ally vision with people.. couldn't though.. so I guesed that other triggers didn't work for em either.. and are you sure it is always 12 per second? I need the timing system to be accurate, it'd be bad if it was sometimes 1 second sometimes 10 second kind of thing..
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omg it works now.. WOOT.. thanks everyone.. I put the working map in the first post
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oh and the reason for all of the wait (0) is so that the map runs faster..
Yes, Im sure its 12 per second it might not be right on but it will fire equally though-out the map, and yes I know about Hyper-Triggers, you had stated your using hypoer-triggers so you couldnt use waits, thats why I made the comment on waits.
Okay I'm using the rhyadon death counter now like you said.. fixed a bug with DT not spawning in bottom area.. and fixed goliath damadge.. map is pretty much finished now.. uploaded it to first post.. thanks everyone for helping me fix it.. if you have any other suggestion on how to make it better please tell me cause I wanna improve it

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Oops.. MC doesn't work.. anyone got any idea why it doesn't work and how I can fix it? :S
Heres my first suggestion can you just name it BattleCraft.scx instead of ___________Battlecraft.scx. because IU am unable to dl it.
Okay.. and I made sure to upload the unprotected version this time..
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lol bump
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH WTF why everytime I go to download it, it gives me an htm with the code in it, is this something new, did I miss this somewhere, WTF is going on here.
Oh okay the bug on this site hasn't been fixed yet.. I uploaded it to my website okay it's at
http://freethepenguins.com/BattleCraft/ADDITION:
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black sheep wall
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???
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Honestly, It looks like this might be your first map, I'm not insulting you by saying this, but I can see your making triggers alot harder than you need to, If you can understand them easily its fine, but if you make the map like this and then want to edit it later then it will be harder for you, and especially if you put it down for awhile and try to edit it later.
My one main question here is why do you have the wait 70 wait 70 wait 70 wait 70's in your triggers, honestly I think your trying to delay the spawns, but this really isnt the way you want to do it.
Honestly I think the map needs an overhaul in the triggering, not because it doesnt work, but because it will make it easier on you, and I don't want you to get discouraged in your map-making. Honestly you might get crap for making a map that already exists, but honestly I think everyone should START with a good concept, a previous map in existence.
If you want I will help you out with the triggering by making it easier I'll go through each trigger and explain how to re-do it to make it easier in the flow, but I'm headed to bed for the night, I will be back on tommarrow night with the better ways to do it, as long as I dont get side-tracked.
And the reason the mind control wont work is because you have it as p11, you should make it p12, Honestly Ive used the 9-12 players, but as far as I know p12 is the only nuetral player that you can use in the "Condition" part of a trigger.
I use a bunch of wait 70 to delay the spawn because people would complain when they end up buying 12 times per second.. and I use a lot of little ones because I've read that going over 80ms wait messes up the map when using hyper triggers and that even that is iffy.. so I went with 70 to be on the safe side.. I don't know why it would be hard for me to edit it though.. I would use p12 but I have a trigger to remove p12 to get rid of useless clutter units from when someone leaves and they clog up the map and make it hard to move around and need to be manuelly targeted and are a pain in the but.. I'm just going to make it so that the crystal belongs to players and if the person who has it leaves it will give it to someone else.. and see if that work.. tommarow can you please tell me what I can do to make my triggers more efficient? I want my map to be as small and fast and efficient as possible..
Would you convert the triggers to text or something in GUEdit... I don't have SC installed.
Edit: oh looks like you got alot of stuff, and fixed what your main problem is so you don't have to upload text triggers for me then lol.
Uhh the deal on triggers for players 9 10 11 and 12. Triggers will not run OWNED by those players but trigger actions can EFFECT those players.
Woot I got it working now
Thanks for your support everyone
It's now 100% bug free I think
Edit: OMG FIXED TEH TYPO
Ok, Lets go through your triggers here,
First the wait 70's really have to go, they can screw things up for you, remember my post above about bout making a 1 sec timer that all the triggers would run off of where you needed timed triggers. ok you use that as a main and everything else you can run off another timer and use the same timer if its the same amount of time.
Condtions:
Deaths(CurrentPlayer, AtMost, 11, Rhynadon);
Actions:
SetDeaths(CurrentPlayer, Add, 1, Rhynadon);
PreserveTrigger();
Condtions:
Deaths(CurrentPlayer, Exactly, 12, Rhynadon);
Actions:
SetDeaths(CurrentPlayer, SetTo, 0, Rhynadon);
PreserveTrigger();
Theres you 1 second timer now all you have to do is make sure you but the first part at the front and the 2nd one at the end wraping it like tags, you will also do this with the other timers, making sure it would be inside the first like a second set of tags inside the first. Another thing I suggest is that you change the name of the units to what they are used for, makes it easier to track their purpose, like naming a switch, which honestly i only use switches for randomization becase for me death counters are easier, and are local and not global like a switch is.
So what you do is make a timer for the spawns, i'd say 3-4 seconds.
Condtions:
Deaths(CurrentPlayer, Exactly, 12, Rhynadon);
Deaths(CurrentPlayer, AtMost, 3, Bengalaas);
Actions:
SetDeaths(CurrentPlayer, Add, 1, Bengalaas);
PreserveTrigger();
Condtions:
Deaths(CurrentPlayer, Exactly, 4, Bengalaas);
Actions:
SetDeaths(CurrentPlayer, SetTo, 0, Bengalaas);
PreserveTrigger();
Now you just put everything that works off your 4 second timer we just made in the middle of the orig 1 sec timer and the extended 4 sec timer.
(1sec timer)
(4sec timer)
(spawn 1)
(spawn 2)
(spawn 3)
(/4sec timer)
(/1sec timer)
and your spawn triggers will look like this:
Conditions:
Accumulate(CurrentPlayer, AtLeast, 175, Ore);
Bring(CurrentPlayer, Exactly, 1, <Place on green dots>, Marine);
Deaths(CurrentPlayer, Exactly, 4, Bengalaas);
Actions:
CreateUnit(12, Cheap Marine-$175, Purchased Units-1, CurrentPlayer);
SetResources(CurrentPlayer, Subtract, 175, Ore);
PreserveTrigger();
Comment("Cheap Marine -$175");
Now you have the lil trigger that decides what is going to be the the amount of minerals for the players. Your using seperate death counters when you dont have to you only need to use 1 all you do is this. Also the setup you have is 5 as default from what I see so you just have the starting trigger at begining to conditions always, and set the deaths to the min chunk to 5, to be default, no preserve.
The first one you have is 15 for a non-default tick of minerals, so I'll use that one.
Conditions:
Bring(CurrentPlayer, Exactly, 1, Civilian, Set-15$/Tick);
Actions:
RemoveUnit(Civilian, CurrentPlayer);
SetDeaths(CurrentPlayer, SetTo, 15, Mineral Chunk 1);
Comment("Set 15$/Tick");
(Default 5 Ore)
Condtions:
Deaths(CurrentPlayer, Exactly, 12, Rhynadon);
Deaths(CurrentPlayer, Exactly, 5, Mineral Chunk 1);
Actions:
SetResources(CurrentPlayer, Add, 5, Ore);
PreserveTrigger();
(15 Ore)
Condtions:
Deaths(CurrentPlayer, Exactly, 12, Rhynadon);
Deaths(CurrentPlayer, Exactly, 15, Mineral Chunk 1);
Actions:
SetResources(CurrentPlayer, Add, 15, Ore);
PreserveTrigger();
Now, looking through here where does this gas come into play, and why do you need the switches for where to attack?
The gas tracks the auto attack.. every time you get 1000 gas it attacks.. it just makes it easier to command your units when you know exactly when they are going to rush forwards.. I dunno.. maybe it's useless having it that way, but it doesn't seem to hurt anything.. as for the switches, I dunno.. I'll change it to death counters instead like you suggested.. using death counters makes the map smaller right?
QUOTE(Azu @ Mar 26 2006, 10:19 PM)
The gas tracks the auto attack.. every time you get 1000 gas it attacks.. it just makes it easier to command your units when you know exactly when they are going to rush forwards.. I dunno.. maybe it's useless having it that way, but it doesn't seem to hurt anything.. as for the switches, I dunno.. I'll change it to death counters instead like you suggested.. using death counters makes the map smaller right?
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I dunno bout using the death counters making the map smaller, I've never really checked that out. Well with death counters in there as timers, you could easily use those to get the units to attack, as it looks you have 50 gas add each second until it hits 1000 gas, so that means 20 seconds between the attack orders go, sorry I missed what it did, um using the gas is fine by all means, but if you plan to add on later, you might decide to use gas for something else, maybe for that mind control trigger that the gas would be how many times you can do it. I don't see a problem using the gas beyond future plans on the map or what not, but 20 sec's might be too long for a battlecraft maybe something faster like 10 or 5 seconds, I dunno, if it seems to work better with the 20 seconds then thats your call, I'm just making an assumption. If you can avoid switches I'd say do so, I didnt even see why you'd need them, but i did miss what the gas did too. I hope that I havent insulted you with any of my suggestions/criticism, I just thot maybe I could make future triggering for you faster easier and more efficient, if theres anything I'm good at its being analy organized and efficient.
Well gl with it, and I do have a suggestion as well for the map, maybe a hold back button? to hold back your troops so you could build up or protect better, I might however make it so you can only hold for a certain amount of time and then cant use it again for an amount of time so you dont got someone abusing it to stay on defensive making the other players use there minerals up.
When players have 1000 gas it sets a switch that makes there units attack and sets gas back to 0
When purchases units get put onto the battlefield, it also sets the switch
When someone's crystal dies, it sets the gas to 1000
This way units instantly attack when they first come onto the field, and instantly attack the other player if the crystal(s) they were originally attacking die
As for the hold back back, that could open up an exploit. people could use hold back and then buy a bunch of units, there base would get filled up so the units would have to stay in the holding area, and if they filled up the purchased units holding area it could prevent other people from buying units..
Oh and shouldn't I make it so when people buy units, the bengalaas death counter gets resest to 0 or something?

No you dont want to reset it to 0 in another trigger nemore, you want it in its own trigger now to reset at the endof the triggers that way everything will run through once then the last seperate trigger resets it to 0.