Staredit Network

Staredit Network -> UMS Assistance -> Too many units created for the enemy
Report, edit, etc...Posted by Soviet779 on 2006-06-27 at 00:01:00
Hi again, back with another problem. As i said ive read This guide already. That worked, but only if im creating units for the current player.

What i have is an overmind cocoon with a location over it. Whenever a player enters this location 2 lings and 1 broodling should spawn for an enemy ai. Instead 6 lings and 3 broodlings spawn. This trigger was copied to all the human players folders individually. Theres three human players, as you can tell from the total spawned.

If i applied this trigger to all human players as one, rather than individually would that work i.e ticked all the human player boxs for the trigger? Also how can i stop too many spawning if say human players 1 2 and 3 are all present in the location? Its unlikely that would happen as teamwork isnt particularly common tongue.gif but it could happen.

EDIT: BTW Theres 1 human player in force 1 and the other two in force 2. In case that forces are the answer here, that might screw it up. Theyre all allies though.
Report, edit, etc...Posted by KinG_JaKe on 2006-06-27 at 00:11:15
do you want it to kill or move the player in the location after the 2 lings and 1 brood spawn, or do u just want them to stay their? --are the lings and brood spose to spawn at that location or another one?

and if all players are present in the location at the same time do you want it to still only create 2 ling and 1 brood, or do u want it to make 6 ling and 3 brood ... what is this for?

I should be able to figure it out but I will have to know what the triggers look like, or play the map. Are you just starting to make the map or is it almost done?
Report, edit, etc...Posted by DoomGaze on 2006-06-27 at 00:17:19
The triggers are very logical. Even if the trigger isn't preserved, if there's multiples of it, and this includes one copy of it per player, if the conditions are satisfied, and the trigger has not run before, then it will do so for each time the conditions are satisfied. If you want the units to spawn only once throughout the entire game, then you'll have to have the trigger owned only by a single computer player.
Report, edit, etc...Posted by KinG_JaKe on 2006-06-27 at 00:20:40
Yea but he's saying he's getting 6 lings and 1 brood, if that is the problem he should be getting 3 broods, unless he did the triggers wrong.
Report, edit, etc...Posted by Soviet779 on 2006-06-27 at 00:33:55
Yea sorry its 6 lings and 3 broodlings.

ADDITION:
QUOTE(KinG_JaKe @ Jun 27 2006, 04:10 AM)
do you want it to kill or move the player in the location after the 2 lings and 1 brood spawn, or do u just want them to stay their? --are the lings and brood spose to spawn at that location or another one?

and if all players are present in the location at the same time do you want it to still only create 2 ling and 1 brood, or do u want it to make 6 ling and 3 brood ... what is this for?           

I should be able to figure it out but I will have to know what the triggers look like, or play the map. Are you just starting to make the map or is it almost done?
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These units spawned are designed to attack the player, in defence of the overmind cocoon, they will continuesly spawn until the human players units are destroyed/the human players units leave the location/a speacial beacon is stepped on, this is a preserved trigger, and until the cocoon is overwhemled and destroyed they will spawn whenever a human player enters the spawn triggering location. The enemy lings and broodlongs spawn at technically a different location than the one that triggers their spawn, but theyre right next to eachother and do actually overlap a bit.

Yes if all the human players are present in the spawn triggering location i would still like only 2 lings and 1 brood to spawn. It would make sense that it makes more units for more players in the area, but thats not the reason its doing that and the helping AI can roam all over the place with 1 marine and make things difficult if somone is trying to overwhelm this cocoon. I would like the same number of units to spawn irrelivent of the amount of players present.

The maps done, its been done for months technically. But its not gotten multiplayer capability until recently, it was originally just for me to screw around on, a massive base with clever trigger activated defences rather than the typical 999999 health crap you somtimes see. Then i added a storyline, then switches, then a helpful insane AI, then an enemy AI to counter it and add random encounters to roaming the map. Its been heavily modified from its original state, im currently trying to perfect it and iron out every single bug and irregularity. smile.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-06-27 at 00:43:27
try making the trigger owned by the owner of the cocoon and adjust the conditionas as necessary.
Report, edit, etc...Posted by Soviet779 on 2006-06-27 at 01:03:55
QUOTE(Zeratul_101 @ Jun 27 2006, 04:43 AM)
try making the trigger owned by the owner of the cocoon and adjust the conditionas as necessary.
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Sweet! That worked. Foes (instead of current player) brings at least 1 units to spawner type 1 trigger yadayada. Owned by player 6, the inactive AI that owns the cocoon.

I dunno if itll still only spawn the correct amount with more than one player present though. I did delete all other instances of that trigger and if it counts "Foes" as one entity, then it should only fire once. Ill have my hapless beta tester test it asap.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-27 at 01:06:57
it only needs one foe to fire the trigger, any more than that has no effect and any fewer obviously stop the trigger from firing.
Report, edit, etc...Posted by DoomGaze on 2006-06-27 at 01:52:08
...That's what I said.
Report, edit, etc...Posted by Soviet779 on 2006-06-27 at 01:58:06
I got a new question. Cant figure out how to rename thread, i would call it "Soviets problem thread" cuz theres probably gonna be a lot more of this kinda stuff coming cry.gif

Now, ive attached a picture of the players first objective. It applies to players 1/2/7 as a whole, not individually.

What should be happening here is that players 1/2/7 should go and get the psi emitter, but theres only 1 psi emitter. So, basically if one of these players picks up the emitter and brings it to where theyre supposed to, will that count for the other allied players too?

The next objective is set to kick in on completion of the first one, with a switch, so at the end of that attached trigger a switch will be set, and thats a condition for the second objective on the map. So it shouldnt matter if not everyone got the psi emitter in the first objective correct? Also i hope you can see the pic, but it says under the first triggers condition "Psi emitter taken canceller is cleared" as a condition, and one of the actions of that trigger is to set the switch. Now that should stop anything from happening if somone goes to get the emitter and its already been taken yes? For example, an scv will not be created for them, the screen wont be centered blah blah.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-27 at 02:00:56
you need 300 posts to edit your topic title - 5 is along way from 300. try nicely asking a moderator to do it for you
Report, edit, etc...Posted by Noober on 2006-06-27 at 10:05:32
QUOTE(Soviet779 @ Jun 27 2006, 01:57 AM)
I got a new question. Cant figure out how to rename thread, i would call it "Soviets problem thread" cuz theres probably gonna be a lot more of this kinda stuff coming  cry.gif

Now, ive attached a picture of the players first objective. It applies to players 1/2/7 as a whole, not individually.

What should be happening here is that players 1/2/7 should go and get the psi emitter, but theres only 1 psi emitter. So, basically if one of these players picks up the emitter and brings it to where theyre supposed to, will that count for the other allied players too?

The next objective is set to kick in on completion of the first one, with a switch, so at the end of that attached trigger a switch will be set, and thats a condition for the second objective on the map. So it shouldnt matter if not everyone got the psi emitter in the first objective correct? Also i hope you can see the pic, but it says under the first triggers condition "Psi emitter taken canceller is cleared" as a condition, and one of the actions of that trigger is to set the switch. Now that should stop anything from happening if somone goes to get the emitter and its already been taken yes? For example, an scv will not be created for them, the screen wont be centered blah blah.
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Yes, switches are global, so if one player sets the switch, it'll be set for everyone. Also, in the future, you shouldn't use so many switches, as most of those triggers can be combined so you don't have to use switches.
Report, edit, etc...Posted by KinG_JaKe on 2006-06-28 at 09:25:52
QUOTE
So it shouldnt matter if not everyone got the psi emitter in the first objective correct?
-yes it's a switch so it doesn't matter, you also could of made it with force 1 brings psi emitter to w/e location, but the switch works fine so don't bother changing it.

QUOTE
Also i hope you can see the pic
-I can biggrin.gif

QUOTE
it says under the first triggers condition "Psi emitter taken canceller is cleared" as a condition, and one of the actions of that trigger is to set the switch. Now that should stop anything from happening if somone goes to get the emitter and its already been taken yes?
-I didn't really understand the question, but from looking at the screen shot of your triggers you did do this correctly. No scv will be created, or any of that because of your switch.

-The map sounds cool GL finishing it for multi player
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