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Staredit Network -> UMS Assistance -> Big Remoove Bug
Report, edit, etc...Posted by JaFF on 2006-03-26 at 10:21:19
i asked how to remoove a player's units after he leaves the game. i made a trigger:
PLAYERS: all players
CONDITIONS: allways OR player 12 commands atleast 1 any unit
ACTIONS: remoove OR kill all any units for player 12

but when i tryed this in game, it allways trys to CREATE some units that should be remooved/killed in the position of those units. for example: i have a lagtester & a bounder ling & it remooves the old lagtester & creates new one for a human player at the position of the old lagtester & NORMALLY REMOOVES THE LING with no such bug. crazy.gif crazy.gif crazy.gif

i tryed to set the trigger for different players, change the kill/remoove commands & it still doesent work.

PLIZ HELP helpsmilie.gif helpsmilie.gif helpsmilie.gif helpsmilie.gif helpsmilie.gif
Report, edit, etc...Posted by The_Shattered_moose on 2006-03-26 at 10:54:30
First of all, what are the OR things about, they don't make much sense.
As for the actual trigger, you might want to make sure that a different trigger isn't creating units at that same location, as your actions seem to be correct.
Also, it helps a lot when you attach the map in question, so we can check for other problems that might be causing this behaviour.
Report, edit, etc...Posted by JaFF on 2006-03-26 at 11:50:20
why dont you see much sense in "kill OR remoove" ? just a trigger to kill OR remoove, becawse i dont care how, i just want to get rid of them.
hm, a good point that some other triggers can create them, becawse i DO create them, they're not there by default. i'll go check...
Report, edit, etc...Posted by Kyuubi. on 2006-03-26 at 14:29:55
you can just put:
conditions:
-always
Actions:
-kill all any unit(or unit type) for player 12
-preserve trigger

under always its always true and i guess adding another condition under it makes it a little redundant...
Report, edit, etc...Posted by PCFredZ on 2006-03-26 at 21:55:26
QUOTE(Jammed @ Mar 26 2006, 10:20 AM)
but when i tryed this in game, it allways trys to CREATE some units that should be remooved/killed in the position of those units. for example: i have a lagtester & a bounder ling & it remooves the old lagtester & creates new one for a human player at the position of the old lagtester & NORMALLY REMOOVES THE LING with no such bug. 
[right][snapback]453464[/snapback][/right]

Are you using P12 for some part of the lag test?
Report, edit, etc...Posted by JaFF on 2006-03-27 at 07:47:35
QUOTE(PCFredZ @ Mar 27 2006, 05:55 AM)
Are you using P12 for some part of the lag test?
[right][snapback]453891[/snapback][/right]


no, only human player & player 7.

ADDITION:
QUOTE(SlyShadow @ Mar 26 2006, 10:29 PM)
you can just put:
conditions:
-always
Actions:
-kill all any unit(or unit type) for player 12
-preserve trigger

under always its always true and i guess adding another condition under it makes it a little redundant...
[right][snapback]453600[/snapback][/right]


i'll try to set the Allways condition...
Report, edit, etc...Posted by Moogle on 2006-03-27 at 07:57:01
QUOTE(Jammed @ Mar 27 2006, 11:47 PM)
no, only human player & player 7.

ADDITION:
i'll try to set the Allways condition...
[right][snapback]454227[/snapback][/right]


When a human player leaves he is instantly given to player 12, so your triggers really wont work since he has left. Here is a link to player 12 triggers [LINK].

I hope this helps you out.

\\Moogle
Report, edit, etc...Posted by JaFF on 2006-03-27 at 08:38:57
i think i understood how to fix this bug. i think it bugs only with units that were created with triggers (exept the bounder). well, i'll test it & then be sure taht it works with all 6 players.
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-27 at 17:15:55
post the map and i could look if you still have troubke, I have an inkling of whats wrong but ill need to see it to explain it and/or see if it is indeed what im thinking.
Report, edit, etc...Posted by JaFF on 2006-03-28 at 05:39:38
thanks God, i fixed it !!! biggrin.gif

THX for the help biggrin.gif
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