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Staredit Network -> UMS Assistance -> [SOLVED]Multiple problems in my map
Report, edit, etc...Posted by dare0021 on 2006-05-24 at 07:05:51
I'm making a map where 2 teams(4:4) fights each other with units selected from the top left corner, and the first to get some kills wins.
Keep in mind I made (or tried) triggers to do these stuff.

The 1st problem is that the Terran Civilian (Select Unit) doesn't create sometimes.
2. When I lift buildings, they dint delete.
3. When I create Terran Ghost (Demolition) they don't get 0% energy.
4. The "share vision" trigger and the triggers associated doesn't work.
5. I dint get 1 mineral every 30000 mili seconds.

Here's the map.
By the way, its unprotected.
I don't know how. tongue.gif
URL: http://www.uploadtemple.com/view.php/1148466533.zip

Thanks.
Report, edit, etc...Posted by Heegu on 2006-05-24 at 07:15:21
2. you mean the buildings dont die? just make location that is only air. And trigger to kill them and of course preserve.

3.create unit with properties and set energy to 0%

5.try to use hypers..
Report, edit, etc...Posted by Zell.Dincht on 2006-05-24 at 10:01:36
1. Did you put the right location?
4. Put it for all players then put Run AI Script, turn on vision for p1 etc.
Report, edit, etc...Posted by dare0021 on 2006-05-24 at 23:16:18
2. Yes, it is set to air, but I set it to remove it.
Does that matter?

3. But then they will generate energy as time passes.

5. Nuts! Hypers?!
BTW, which condition do I need to use in hypers?

1. Yes, Im pretty sure.

4. Err... You might want to download and see what I've done.
Report, edit, etc...Posted by KaboomHahahein on 2006-05-24 at 23:30:26
Make sure you have read all of these tutorials

Anti-Lift
http://www.staredit.net/index.php?tutorial=85

Shared vision
http://www.staredit.net/index.php?tutorial=64

So basically, put all 4 of your players for one team as the selected players then make a turn on shared vision for all 4 of them in the trigger and do the same for the other team.

Keep in mind 30 000 milliseconds is 30 seconds. I would not use that as a counter for minerals. It is better if you make a physical timer. So say you calculated the time it takes a reaver to cross one point from another and each time it reaches one end all players get minerals and you move the reaver back to the starting line. Then it continues to walk the path again. Because you might be having some wait build ups with yor original trigger.

As for your ghost problem, just preserve trigger the "modify unit energy to 0%" so then it will never gain any energy.
Report, edit, etc...Posted by dare0021 on 2006-05-25 at 04:51:45
I already did those...I think its the hyper script missing that's causing the problems.

And thanks on the timer tip.

BTW, how do I set up the hyper script?
The torturial was alittle vague on the condition part.
And instead of Player1, 2, 3, 4 I selected Force 1, which had players 1,2,3,4.
Does that matter?
Report, edit, etc...Posted by KaboomHahahein on 2006-05-25 at 16:10:36
Give the hypper trigger to a computer player that has no wait triggers and make sure the hypper triggers are set at the bottom of the trigger list. Do not give it to human players because once they leave, it won't work anymore and don't give it to multiple people.
Report, edit, etc...Posted by Noober on 2006-05-25 at 16:16:59
5. If you can't do a physical timer, use death count timers. Just do this:

P: A comp.
=====
C: Always.
=====
A: Set deaths for current player: Add 1 for some random unit that you're not using.
Preserve.

And then this trigger

P: Same comp.
=====
C: Current suffers at least 30*12 = 360 deaths of random unit.
=====
A: Set deaths for cuttent player: Set to 0 for random unit.
Set resources for whoever: Add 1 ore.
Preserve.
Report, edit, etc...Posted by dare0021 on 2006-05-25 at 23:05:23
So... A hyper trigger could be...

player: player 11
condition: Always
Action: wait 0, wait 0, ... preserve trigger

?
Report, edit, etc...Posted by Noober on 2006-05-26 at 15:04:56
Player 9 and above can't have triggers. Give the hyper to 1 (one) computer.
Report, edit, etc...Posted by LegacyWeapon on 2006-05-27 at 23:11:20
QUOTE(Noober @ May 26 2006, 03:04 PM)
Player 9 and above can't have triggers. Give the hyper to 1 (one) computer.
[right][snapback]493286[/snapback][/right]
Player 9 and above can own triggers but cannot run them.
Report, edit, etc...Posted by dare0021 on 2006-05-29 at 08:41:57
So would it work or not?! ranting.gif
Report, edit, etc...Posted by LegacyWeapon on 2006-05-29 at 08:45:52
No.
Report, edit, etc...Posted by Mini Moose 2707 on 2006-05-29 at 11:03:38
The 1st problem is that the Terran Civilian (Select Unit) doesn't create sometimes.
The only reason this would happen is that a condition isn'tt being met to run the trigger, the create action isn't there, or another trigger is getting rid of the Civilian.

2. When I lift buildings, they dint delete.
Have an air only location, when the player brings a building to it, kill it (or remove, doesn't matter), preserve trigger.

3. When I create Terran Ghost (Demolition) they don't get 0% energy.
Assuming you're creating them via trigger, use Create Unit with Properties. This is easiest with X-Tra or a StarEdit based editor, but you can do it with SCMD2. Have one of the properties be energy: ##%.

4. The "share vision" trigger and the triggers associated doesn't work.
You probably have them backwards. ie, you want Player 1 to see Player 4, you have Player 1 run the "Turn ON shared vision for player 4".

5. I dint get 1 mineral every 30000 mili seconds.
I wouldn't consider any wait that long too reliable, especially when there's probably other waits. Go with a physical or death counter timer.
Report, edit, etc...Posted by dare0021 on 2006-05-30 at 03:04:22
So... would that mean I need to make it a 3:3 map to have hyper trigger?
And I do have it set as a air only layer.
Will try that physical timer now, thanks.
BTW, what does the resource in unit properties mean?


Edit------
On your advice, I rechecked the civillian trigger.
Apparantly, I set the wrong unit to apear.
Instead of Selecter(Civillian), I set Select Unit(Terran Beacon) to be created. whistling.gif wink.gif

More edit-----
I also attatched the "related triggers" so you can look at it.
Report, edit, etc...Posted by LegacyWeapon on 2006-05-30 at 18:19:41
QUOTE(dare0021 @ May 30 2006, 03:04 AM)
I also attatched the "related triggers" so you can look at it.
[right][snapback]495753[/snapback][/right]
The countdown timers are going to screw themselves up because Countdown timer is "Global" (only 1 of them and nobody owns it).
There are still waits that you can eliminate.

Death counters are the way to go. For the highlighted trigger:
Trigger
Players:
¤ Force 1
Conditions:
¤ Current player brings at least 1 of any unit to 'comm'.
Actions:
¤ Display that stuff.
¤ Set 'Switch 98'.
¤ Modify death counts for current player: Set to 12 * 30 (30 seconds) for Map Revealer[an unused unit].

Trigger
Players:
¤ Force 1
Conditions:
¤ Current player suffers at least 1 deaths of Map Revealer[an unused unit].
Actions:
¤ Modify death counts for current player: Subtract 1 for Map Revealer[an unused unit].
¤ Preserve trigger.


Then for the trigger 1 below the highlighted one should change to something like this:
Trigger
Players:
¤ Force 1
Conditions:
¤ 'Switch 98' is set.
¤ Current player suffers exactly 0 deaths of Map Revealer[an unused unit].
Actions:
¤ Your actions.
Report, edit, etc...Posted by dare0021 on 2006-05-31 at 08:18:40
OK, thanks, will see if it works.
And do I need to set it to 12*20 kills scince real time's 150% of SC time?
(Read it in some torturial or another)

And would I need a hyper script?
And someone tell me exactly how.
Report, edit, etc...Posted by LegacyWeapon on 2006-05-31 at 14:43:00
12 is for 1 second SC time I believe. But you always need to set it a bit lower anyways.

Yes you need hyper triggers:
http://www.staredit.net/index.php?tutorial=49
Report, edit, etc...Posted by dare0021 on 2006-06-01 at 06:10:07
1. Can I set it to be owned by a human player?
2. What do I put in the condition?
Report, edit, etc...Posted by LegacyWeapon on 2006-06-01 at 06:33:10
QUOTE(dare0021 @ Jun 1 2006, 06:09 AM)
1. Can I set it to be owned by a human player?
2. What do I put in the condition?
[right][snapback]497193[/snapback][/right]
1. Yes but the human player must be in the game. It's best to be set to a computer.
2. Always.
Report, edit, etc...Posted by dare0021 on 2006-06-02 at 23:25:01
Solved.
Thanks.
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