Staredit Network

Staredit Network -> UMS Assistance -> Hell of a consistent Problem
Report, edit, etc...Posted by Veta on 2006-03-28 at 21:58:09
I am very confident in my triggering and KNOW I did not mess up on that part, some people who even doubted me check themselves after I hesitantly gave them the blank version with triggers of my map. My error is as follows; It's a snowball map, it spawn units temporally, there are maybe 50 triggers going on at the same time... perhaps more, there are many triggers with waiting actions; if you want to view my map with a trigger viewer, PM me and I will let you dl, I am desperate and probably could fix this problem to a degree (Spawn stopping at 2 hours versus 10 minutes) but I need to know what's causing it in the first place because when I add certain updates or add hyper triggers this ceasing in spawns of temporal triggers happens. Please help.
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-28 at 22:03:51
QUOTE(Veta @ Mar 28 2006, 09:57 PM)
I am very confident in my triggering and KNOW I did not mess up on that part, some people who even doubted me check themselves after I hesitantly gave them the blank version with triggers of my map.  My error is as follows; It's a snowball map, it spawn units temporally, there are maybe 50 triggers going on at the same time... perhaps more, there are many triggers with waiting actions; if you want to view my map with a trigger viewer, PM me and I will let you dl, I am desperate and probably could fix this problem to a degree (Spawn stopping at 2 hours versus 10 minutes) but I need to know what's causing it in the first place because when I add certain updates or add hyper triggers this ceasing in spawns of temporal triggers happens.  Please help.
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Your Problem is just that the Waits.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-03-28 at 22:07:44
Phoenix is right. You have too many waits... You only need some... All the waits are stacking up on each other and screwing everything up... It's confusing but if you decrease the amount of waits you should be good... Maybe you have too many hyper triggers... Normally you should have 2 or 3... No more... no less...
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-28 at 22:14:20
What you want to do is use another timer to spawn units, you can use a countdown timer or you could look into using Death Counters.

Here is a link to a tutorial for death counters.
http://www.staredit.net/index.php?tutorial=124

If you wish help on setting up the death counters I'd be happy to oblige.

ADDITION:
QUOTE(Pyro_Maniak14 @ Mar 28 2006, 10:07 PM)
Phoenix is right. You have too many waits... You only need some... All the waits are stacking up on each other and screwing everything up... It's confusing but if you decrease the amount of waits you should be good... Maybe you have too many hyper triggers... Normally you should have 2 or 3... No more... no less...
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I Actually Use 12 copies of hyper-triggers, i can work off less but this ensures that there will never be a cool down in the Hyper-triggers ever, but hes prolly right, you prolly dont need 12 copies for hyper-triggers.

ADDITION:
The only thing that's going to be a pain, at this point is removing all those waits and replacing them with death counters or a countdown timer.
Report, edit, etc...Posted by Veta on 2006-03-28 at 22:32:19
QUOTE(PhoenixRajoNight @ Mar 28 2006, 09:13 PM)
What you want to do is use another timer to spawn units, you can use a countdown timer or you could look into using Death Counters.

Here is a link to a tutorial for death counters.
http://www.staredit.net/index.php?tutorial=124

If you wish help on setting up the death counters I'd be happy to oblige.

ADDITION:
I Actually Use 12 copies of hyper-triggers, i can work off less but this ensures that there will never be a cool down in the Hyper-triggers ever, but hes prolly right, you prolly dont need 12 copies for hyper-triggers.

ADDITION:
The only thing that's going to be a pain, at this point is removing all those waits and replacing them with death counters or a countdown timer.
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I knew for a while it had SOMETHING to do with those waits, guess this confirms it. Hmm, how to get rid of all these damn waits.

Edit: The way some of my triggers are... I just can't remove the waits and keep the triggers, also death count... I can use a timer and I can't really use a death counter.

Also if you want I can show you the map... like I said so you might be able to recommend something.
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-28 at 22:38:49
QUOTE(Veta @ Mar 28 2006, 10:31 PM)
I knew for a while it had SOMETHING to do with those waits, guess this confirms it.  Hmm, how to get rid of all these damn waits.
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Painstaking deletetion and replacement of the triggers.

If you want to see Death counters at work for multiple purposes, here take a look at this map, maybe it will help you use them in the simplest manner possible. Its not a real map its just an example I've thrown together.

[attachmentid=18018]

Right Click and Save as an .scx file.
Report, edit, etc...Posted by Veta on 2006-03-29 at 18:35:31
That would not work for my map... any other methods?

Edit: I am near finished with it, it's taken 3 months (Less if I wasn't so lazy) but it's almost done, and perfect. (This glitch is just suddenly screwing me)
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-29 at 18:37:28
QUOTE(Veta @ Mar 29 2006, 06:35 PM)
That would not work for my map... any other methods?

Edit: I am near finished with it, it's taken 3 months (Less if I wasn't so lazy) but it's almost done, and perfect. (This glitch is just suddenly screwing me)
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What wouldnt work for your map?
Report, edit, etc...Posted by Veta on 2006-03-29 at 18:49:43
QUOTE(PhoenixRajoNight @ Mar 29 2006, 05:37 PM)
What wouldnt work for your map?
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Death counter triggers, the problem is these triggers have to go on for unguessable amounts of time, there is no way I will rework around 5ish triggers into 500, if not more.
Report, edit, etc...Posted by fritfrat(U) on 2006-03-29 at 18:55:16
You can always loop your triggers, setting specific death counters back to their original value you set them at. Just add to another death counter whenever you reset the first one if you need to keep track of how many times it reset. In general, these triggers should not take much longer to make than triggers with waits if you do them efficiently.
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-29 at 19:07:32
QUOTE(Veta @ Mar 29 2006, 06:49 PM)
Death counter triggers, the problem is these triggers have to go on for unguessable amounts of time, there is no way I will rework around 5ish triggers into 500, if not more.
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Lol, hey its a pain in the ass to change the timer for it, but you only need 2 triggers for each interval you need. Changing the waits in all the Spawn Triggers to death counter conditions, if you have 10 that go off the same time interval then you can use the same death counter. I had to do a revamp on my timing methods too in one of my mapos with alot of triggers, those are the breaks, my friend sorry.

When I originally made my triggers for my map(Preschool Showdown) I used waits
because I didnt know better, found out it caused alot of problems so I came up with a new timer system making Civilians at certain locations for like 30 spawns, and that was a pain, then I had to retrigger when I found out bout death counters. I've retriggered that whole map 7 times in its progression, had to manually go through 3 times as well and replace all the locations in the triggers when I moved it up in size, The mas got somewhere like 2000+ triggers in it. It's the price we all pay when being newbs in map-making having to cause more work for ourselves everytime we do something the wrong way and dont realize it. I also did a death counter seperate for each unit in the map even though I didnt need to because I didnt know.

If you are not willing to take the time to devote to your map no matter what, even retriggering the whole thing. Then I'm sorry to tell you, you are not a mapmaker, you are just someone who wants to put their name on a map.

And a countdown time will only allow you 1 interval to wrok with, yes you could have them go off at diff times but the interval between them is the same. And You should only need to "ADD" 2 triggers for death counters if they all spawn at the same interval TOTAL, the rest is removing waits, and adding Current player suffers amount of deaths on the conditions.
Report, edit, etc...Posted by Corbo(MM) on 2006-03-29 at 19:10:22
Or instead of that you can use what i like to call a physicall wait (timer)
NOTE: You may not read this after this note. you have to test a lot and have at least the basic IQ to play nice with other children in the sandbox (i just read moose's rules thread. now...

how to do this?
the idea is to have a wait period of time without using the wait timer so we have 1 unit (a flyer if possible) and have it move in a straight line (it can be in another way of moving) and make it pass in specific locations, for example location 1 is near location 2 so the unit will take aproximately 2 seconds to move from 1 to 2 and that way with other locations that you want, faster time = shorter distance, and that's it. when the unit is brought to a determinated location its on trigger conditions when its brought to another its another trigger conditions (i don't know if you get the idea) you can even (if you lack of locations) constantly center a location on the unit moving and have units to stay in the same place always (note this nly works with straight line) so when in the location centering there are at least 2 units (the unit moving and the one not moving) a trigger fires and that way, i don't know if this is useful to you in this problem but since your problem its waits this = uses no waits so it should help somehow tongue.gif
have fun
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-29 at 19:12:23
QUOTE(Corbo(MM) @ Mar 29 2006, 07:10 PM)
Or instead of that you can use what i like to call a physicall wait (timer)
NOTE: You may not read this after this note. you have to test a lot and have at least the basic IQ to play nice with other children in the sandbox (i just read moose's rules thread. now...

how to do this?
the idea is to have a wait period of time without using the wait timer so we have 1 unit (a flyer if possible) and have it move in a straight line (it can be in another way of moving) and make it pass in specific locations, for example location 1 is near location 2 so the unit will take aproximately 2 seconds to move from 1 to 2 and that way with other locations that you want, faster time = shorter distance, and that's it. when the unit is brought to a determinated location its on trigger conditions when its brought to another its another trigger conditions (i don't know if you get the idea) you can even (if you lack of locations) constantly center a location on the unit moving and have units to stay in the same place always (note this nly works with straight line) so when in the location centering there are at least 2 units (the unit moving and the one not moving) a trigger fires and that way, i don't know if this is useful to you in this problem but since your problem its waits this = uses no waits so it should help somehow tongue.gif
have fun
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Corbo he'd still have to rework his triggers.
Report, edit, etc...Posted by Corbo(MM) on 2006-03-29 at 19:14:49
QUOTE(PhoenixRajoNight @ Mar 29 2006, 06:12 PM)
Corbo he'd still have to rework his triggers.
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No, he will just do 1 extra trigger(for the unit moving), delete waits and add 1 new condition per trigger that's basically like 17% of all triggers?
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-29 at 19:17:13
QUOTE(Corbo(MM) @ Mar 29 2006, 07:14 PM)
No, he will just do 1 extra trigger(for the unit moving), delete waits and add 1 new condition per trigger that's basically like 17% of all triggers?
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CORBO thats REWORKING his triggers, the same thing he has to do with the death counters, and they are also more reliable than a physical timer.

And the physical timer is also less simple to setup, hes got set a place on his map for it, use up 3 extra locations, move orders, teleport orders, and all that crap.

Physical timers are really only good when you want a delay on a spell, or for instances where it is not a constantly running Trigger.
Report, edit, etc...Posted by Corbo(MM) on 2006-03-29 at 19:21:57
QUOTE(PhoenixRajoNight @ Mar 29 2006, 06:16 PM)
No his Waits are stacking, and 7-7 plz stop promoting waits at all.  All it's going to do is cause someone re-working of there triggers.
ADDITION:
CORBO thats REWROKING his triggers, the same thing he has to do with the death counters, and they are also more reliable than a physical timer.
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Oh yeah sry i thought i read remaking instead of reworking, my mistake then, go ahead pick death counters they are really more reliable than phsysical waits, but you can always do my phsysical wait in case you don't understand death counters or don't know how to do it tongue.gif
Report, edit, etc...Posted by Veta on 2006-03-29 at 19:52:41
QUOTE(Corbo(MM) @ Mar 29 2006, 06:21 PM)
Oh yeah sry i thought i read remaking instead of reworking, my mistake then, go ahead pick death counters they are really more reliable than phsysical waits, but you can always do my phsysical wait in case you don't understand death counters or don't know how to do it tongue.gif
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Eh I opted to rework a view triggers to lose some balance and combine some spawns.

Now I have about 5 less spawns than I had before. Works up to 800 kills so I'm happy, (Happier if it went to 1000)

Death counter seem like a good option but in some situations it won't work, like random mh checks, when a wait trigger is conditioned by another thing than always, and a few more I don't care to mention (all of which are in my map.) And I think I finished now. After 78 versions (1.78)
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-29 at 20:49:06
Trust me The versatility of Death Counters excedes your beliefs of there possibilities by far, and all of the things you mentioned it can me done with death counters.

Honestly, when I first saw death counters I thot it confusing a little but after I used them in a few triggers and realized how they work thats when I realized they have a very wide range of uses.

Do, w/e you plan to do, but don't close death counters out, because you wont understand how it works until you use them, once you use them you'll swear that its simpler than waits themselves.

ADDITION:
If Waits worked like they should atleast.
Report, edit, etc...Posted by XMercury on 2006-03-30 at 11:35:16
GUYS GUYS GUYS! This is easy!!!

Okay, I noticed your previous comments. They have a point... The WAIT action is stopping all the other triggers from working.

Here's the explanation:
While the WAIT trigger is active, it stops all the other triggers from working for the current player the trigger applies to, as stacraft only processes 1 trigger at a time for EACH player.

Here's the answer:
Devote 1 player with ALL of the WAIT actions. Switches may help you to do this.

Here's an example:
Lets make Player 8 the player with all the wait triggers, and Player 1 is the human player that gets the actions from the wait trigger

PLAYER:
8
CONDITION:
Switch 1 is SET
ACTIONS:
Wait for 10000ms
Set Switch 1 to CLEAR

PLAYER:
1
CONDITION:
Switch 1 is SET
ACTIONS:
Set Invincibility

I made a map with a continous salary system, so that the Human players get payed once every 2 minutes, and depending on their kill's status, moves their salary up. I did this without interfering with the other Human players triggers, by using a computer player to count (use the wait actions)

If you need any more advice, message me.
Report, edit, etc...Posted by Urmom(U) on 2006-03-30 at 14:42:04
That still wouldn't work. He would need to run multiple waits for that player and that would still cause wait stacking.
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-30 at 15:18:34
Waits, simply just should not be used, its just easier to learn the right way to do things. I mean why put a possible bug into the game even if your 99% sure it won't bug out, a bug is a bug either way.

Why would you cling so heavily to finding a way to use waits, waits are good for one time happenings, or maybe even where its not a constant preserved trigger, something like bringing it to an area and waiting a lil bit then having the trigger go off, and have it happen each time, even this I say no to. Waits should NOT be used in constant preserved triggers, EVER.
Report, edit, etc...Posted by Azu on 2006-03-30 at 19:34:13
If there is nothing wrong with your triggers, and your locations are all okay, then there shouldn't be any problems with the way the map runs.. cool1.gif
Report, edit, etc...Posted by Veta on 2006-03-30 at 20:30:53
QUOTE(urmom @ Mar 30 2006, 01:41 PM)
That still wouldn't work.  He would need to run multiple waits for that player and that would still cause wait stacking.
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The death triggers are great, I made a similar example map and was amazed at their simplicity, the switch thing would work if I didn't use p1-8 and 9-18 don't respond to triggers, except giving units.

I decided to leave the map as is without these unconventional wait triggers, mostly because I use 99% of all the space on my map 96x96 and the only units I haven't used are terran buildings (excluding unused units.) I used all the units with attacks (used,) all dropships and more, buildings *cough* turret, cannon, sunken *cough*.

I'm uploading the map right now and hope it's bugless, I refrained from loading it in for a while because I knew people would find errors in the map and I'm too lazy to make a pretty progress thread, but now it's downloadable.

And to whom who posted above me; learn a bit about reading entire thread.
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-30 at 23:26:37
QUOTE(Veta @ Mar 30 2006, 08:30 PM)
The death triggers are great, I made a similar example map and was amazed at their simplicity, the switch thing would work if I didn't use p1-8 and 9-18 don't respond to triggers, except giving units.

I decided to leave the map as is without these unconventional wait triggers, mostly because I use 99% of all the space on my map 96x96 and the only units I haven't used are terran buildings (excluding unused units.)  I used all the units with attacks (used,) all dropships and more, buildings *cough* turret, cannon, sunken *cough*.

I'm uploading the map right now and hope it's bugless, I refrained from loading it in for a while because I knew people would find errors in the map and I'm too lazy to make a pretty progress thread, but now it's downloadable.

And to whom who posted above me; learn a bit about reading entire thread.
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Azu Makes alot of posts like that. Techniacally I am by posting that, too.....but on with the show, I'm heading to bed for the night after I see if everyones got solutions here, then tomarrow I'll take a look at your map. Then I might beable to make more recomendations.
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