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Staredit Network -> UMS Assistance -> Bunker Placement Issue
Report, edit, etc...Posted by DaMiNaToR on 2006-06-22 at 21:53:25
My latest map I've been working on is called Bunker Madness, and the main feature of this map is that players use observers to drop bunkers, and each bunker comes with 4 units that immediately load into it upon appearing.

The problem I'm having is that sometimes the bunker placement trigger glitches out, because the 4 other units sometimes (pretty randomly) get placed first and there's no room for the bunker anymore. I tried using a wait in between, but that made the trigger stop working altogether (I don't know why, I think it might just be SCMDraft). blink.gif

Here's the trigger I used (Location "P1" is ground-only and it follows the observer):

Trigger
Description:
Bunker Placement Trigger
Players:
¤ Player 1
Conditions:
¤ All players brings at most 0 any unit to "P1"
¤ Current player kills at most 50 units
Actions:
¤ Create 1 Terran Bunker at "P1" for current player
¤ Show minimap ping for current player at "P1"
¤ Create 4 Terran Firebat at "P1" for current player
¤ Run AI Script "Enter closest bunker" for current player at "Load P1" (A bigger location that also follows the observer)


I really need help making this foolproof so I can finish my map. Thanks. wink.gif

EDIT: Attached the map so you can take a look.

ADDITION:
...well tihis seems inconveniently unpopular... ermm.gif
Report, edit, etc...Posted by MasterJohnny on 2006-06-22 at 22:04:49
hmm perhaps it is because u spawn 4 units...or something if the location is ground only can it be moved to the observer i do not understand the problem very well
Report, edit, etc...Posted by DaMiNaToR on 2006-06-22 at 22:30:27
Here's the problem:

The location follows the observer fine. It's just that sometimes when the observer hits an odd piece of ground, it places the 4 units before the bunker, and then the bunker is unplaceable and you get that abnoxious message. pinch.gif
Report, edit, etc...Posted by KaboomHahahein on 2006-06-22 at 22:48:00
Try putting a very small wait in it so put something like wait(1); after the ping so for sure it will create the bunker first. I've always done it this way when placing bunkers and units.
Report, edit, etc...Posted by DaMiNaToR on 2006-06-23 at 00:30:33
I tried that, and I think it screwed with the hyper triggers because now the trigger creates a bunker, then waits for somewhere around a minute to create the other units. What the hell is going on?! cry.gif
Report, edit, etc...Posted by KaboomHahahein on 2006-06-23 at 08:15:29
Are you hypper triggers above that trigger? If it is then move them to the bottom of your trigger list and it should not screw up.
Report, edit, etc...Posted by Noober on 2006-06-23 at 08:27:26
Better yet, give the hypers to a player with no waits, preferably a computer.
Report, edit, etc...Posted by DaMiNaToR on 2006-06-23 at 13:34:13
My hypers are under "All Players". All 4 forces have players in them and all the players are used.... I don't know where I should put them. ermm.gif
Report, edit, etc...Posted by Noober on 2006-06-23 at 14:17:44
Never give hypers to all players. Give them to 1 player.

Oh, I see. If there are no comps, then give each player 1 set, but only allow 1 set to run at a time. For example, give the Always, wait one to player 1, but then give a Player 1 commands exactly 0 units, wait for p2, and P1/P2 commands no units, wait to p3, and so on and so forth. This will allow hypers to be there even if P1 isn't there or leaves.
Report, edit, etc...Posted by DaMiNaToR on 2006-06-23 at 14:20:42
Alright. I'll do that. Thanks. smile.gif
Report, edit, etc...Posted by Maith on 2006-06-23 at 18:46:28
Or just have 1 Trigger place the Bunker.
When Player ? brings exactly 1 Bunker to Location 1, Create 4 Units (watever units your useing)

that should work happy.gif
Report, edit, etc...Posted by sharf on 2006-06-23 at 19:54:21
QUOTE(Maith @ Jun 23 2006, 04:46 PM)
Or just have 1 Trigger place the Bunker.
When Player ? brings exactly 1 Bunker to Location 1, Create 4 Units (watever units your useing)

that should work happy.gif
[right][snapback]512119[/snapback][/right]

Juts what i was gonna say smile.gif
Report, edit, etc...Posted by yoni45 on 2006-06-24 at 01:29:00
QUOTE(DaMiNaToR @ Jun 22 2006, 08:30 PM)
Here's the problem:

The location follows the observer fine. It's just that sometimes when the observer hits an odd piece of ground, it places the 4 units before the bunker, and then the bunker is unplaceable and you get that abnoxious message. pinch.gif
[right][snapback]511623[/snapback][/right]


Your issue doesn't seem to be with the units being placed before the bunker, but with the odd terrain. It seems like the bunker simply cant be placed on the odd terrain, so it skips it and places the infantry instead... the order of your trigger should correspond to the order it executes in. It doesn't do it at random.

One possibility as someone mentioned would be to use 2 triggers, where the 2nd trigger uses the "player brings bunker condition" to create the units and AI them, but you'll likely run into the same issue if ur running over odd terrain and simply cant place the bunker there...


QUOTE(DaMiNaToR @ Jun 22 2006, 10:30 PM)
I tried that, and I think it screwed with the hyper triggers because now the trigger creates a bunker, then waits for somewhere around a minute to create the other units.  What the hell is going on?! cry.gif
[right][snapback]511678[/snapback][/right]


You're using waits with hyper triggers. Dont. smile.gif Waits and hyper triggers do interfere with each other, which is why you're getting the issue with the marines being created a minute later... just take out the waits and you'll be fine happy.gif
Report, edit, etc...Posted by DaMiNaToR on 2006-06-24 at 12:03:22
QUOTE(sharf @ Jun 23 2006, 06:53 PM)
Juts what i was gonna say smile.gif
[right][snapback]512167[/snapback][/right]


That would be awful. Whenever you flew over a bunker you'd starts making units.

I fixed it anyway, I came up with my own 3 trigger system:


Trigger
Description:
Trigger 1
Players:
¤ Player 1
Conditions:
¤ All players bring at most 0 any unit to P1 (P1 follows the observer).
Actions:
¤ Move all beacon for current player at location 32 to P1 (I made a beacon around the edge of the map).
¤ Preserve trigger.


Trigger
Description:
Trigger 2
Players:
¤ Player 1
Conditions:
¤ Current player brings at least 1 Beacon to P1.
Actions:
¤ Move all beacon for current player at P1 to location 32.
¤ Create 1 bunker at P1 for current player.
¤ Set switch 2.
¤ Preserve trigger.


Trigger
Description:
Trigger 3
Players:
¤ Player 1
Conditions:
¤ Switch 2 is set.
¤ Current player brings at least 1 bunker to P1.
Actions:
¤ Create 4 'units' at P1 for current player.
¤ Run AI Script at Load P1, Enter closest bunker (Load P1 also follows the observer).
¤ Clear Switch 2.
¤ Preserve trigger.


Works like a charm. No more stupid headache producing error messages. smile.gif

EDIT: Closed topic; SOLVED!
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