Staredit Network

Staredit Network -> UMS Assistance -> Recalling 'Switch'
Report, edit, etc...Posted by DoomGaze on 2006-05-24 at 23:39:42
Yes, I do know which AI script activates the Arbiter's recall, and yes, I am using a computer player that has enough energy to cast it. And yes, the ability is already researched for the player. Now that's the possible errors are covered, here's the problem.


Trigger
Description:
The recalling sequence
Players:
¤ Player 5
Conditions:
¤ [Player 5] has suffered [exactly 1] deaths of [Protoss Flag Beacon].
Actions:
¤ Execute AI script 'Cast Recall (Arbiter required)' at 'Arena 1 - Enemy 1'.
¤ Preserve trigger.




Trigger
Description:
The trigger to activate the recall
Players:
¤ Force 1
Conditions:
¤ Player 8 has suffered exactly 9 deaths of Independent Starport (Unused).
Actions:
¤ A jumbled mess and then...
¤ Modify death counts for [Player 5]: [Set to] [1] for [Protoss Flag Beacon].
¤ Send transmission to current player from [Gunner] at 'Arena 1'.
Play wav file
Modify transmission duration: [Set to] [3000] milliseconds.
Display the following text:

Special Ammo: Delay Ammo
¤ Wait for [1500] milliseconds.
a]Modify death counts for [Player 5]: [Set to] [0] for [Protoss Flag Beacon].


That's pretty much the important actions related to the recalling effect. Now, the problem is that the recall doesn't quite appear. The wait actually started with 500 milliseconds, but the recall didn't occur, so I guessed that the time was too short for the Arbiter to finish the recall. Thus I increased it to 3000 milliseconds. However, it still didn't work. Any solution offers?
Report, edit, etc...Posted by KaboomHahahein on 2006-05-24 at 23:44:26
You have actually placed an aribtor on the map right? The triggers seem to work ok together, only other thing is possibly wait blocks. Also, you should instantly set the death back to 0 for the beacon because it might go again during the time it is still 1 death, not sure though.
Report, edit, etc...Posted by DoomGaze on 2006-05-25 at 00:45:08
Yes, there is an Arbiter, so the problem probably wouldn't stem from there. I'm not too worried about the wait blocks, since several of my triggers run off death triggers set in the middle of another trigger, and those triggers work quite well. I also don't mind the recall occuring twice. What's bothering is that the recall isn't occuring at all.
Report, edit, etc...Posted by Kenoli on 2006-05-25 at 01:16:25
The Cast Recall AI Script is race dependent. Is the computer player's race set to Protoss?
Report, edit, etc...Posted by Mini Moose 2707 on 2006-05-25 at 01:32:07
Add other dummy test actions in the triggers to make sure they're running (such as add 999999 ore and gas for all players). If those don't show up, a condition isn't being met.
Report, edit, etc...Posted by DoomGaze on 2006-05-25 at 01:32:53
Aha. There's something that I did not do. That may very well be the source of the problem.

Unfortunately, I just tested this with Player 5 as a Protoss player, and I still failed to see any recalls occur.
Report, edit, etc...Posted by Kenoli on 2006-05-25 at 01:47:47
Sorry, I told you wrong, the Cast Recall AI Script is not race dependent. I don't know where I got that from. I don't know why I felt the sudden need to test it either.

There's only one other thing I can think of at the moment. Neutral players can't use AI Scripts, so make sure that Player 5 is actually a computer player.
Report, edit, etc...Posted by DoomGaze on 2006-05-25 at 02:02:34
QUOTE(DoomGaze @ May 24 2006, 08:39 PM)
Yes, I do know which AI script activates the Arbiter's recall, and yes, I am using a computer player that has enough energy to cast it.
[right][snapback]492355[/snapback][/right]


Nope, it's not a neutral player.

And the trigger does run fine, since I used a dummy action as you said and it did indeed activate. At least that narrows the problems down. The trigger is owned by the computer player who owns the Arbiters...

I was just thinking, perhaps the problem is based on the casting time instead? Perhaps my lack of information was misleading, as the Arbiters are actually originally owned by Player 8. When the death counter switch is set, however, the Arbiters then become in Player 5's posession, and after the 1500 millisecond wait, the Arbiters return back to Player 8's ownership. Is it because the recall takes over 3000 milliseconds to cast, and the spell is interrupted when the Arbiters change ownership?
Report, edit, etc...Posted by Kenoli on 2006-05-25 at 02:12:02
Sometimes people refer to neutral players as computer players, just making sure.

QUOTE
I was just thinking, perhaps the problem is based on the casting time instead? Perhaps my lack of information was misleading, as the Arbiters are actually originally owned by Player 8. When the death counter switch is set, however, the Arbiters then become in Player 5's posession, and after the 1500 millisecond wait, the Arbiters return back to Player 8's ownership. Is it because the recall takes over 3000 milliseconds to cast, and the spell is interrupted when the Arbiters change ownership?
Are you sure the arbiters are actually being given to Player 5?
It dosen't seem likely that the time limit would prevent them from casting, I'll need to test it to make sure though.

PS.
[attachmentid=19004]Here's the test map I made. It seems to work. Is my setup any different from yours?
Report, edit, etc...Posted by MasterJohnny on 2006-05-25 at 02:12:28
maybe u should test it without the changes in ownership?
Report, edit, etc...Posted by DoomGaze on 2006-05-25 at 03:27:44
Haha...I'm going to feel rather sheepish saying this...there was really no problem with anything. It turns out that I was careless and some other trigger gave the Arbiters to Player 6 prior to the recall triggers.

I would like to thank the people for spending the time attempting to help me in this thread, especially Kenoli and his test map. And yes, even the people who viewed the thread without responding. Issue resolved.
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