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Staredit Network -> UMS Assistance -> Spawn Not Working?
Report, edit, etc...Posted by Veta on 2006-07-02 at 01:16:30
Perplexed again by my spawn triggers I came to this lovely forum. Goons spawn for some players whilst they don't for others. The players that they spawn for seem almost random, usually depending on how many testers or players there are in general. There's also a bug with players spawning double when another dies, that's because I didn't set a condition on some triggers, ignore it.


I hope someone gets to the bottom of this, I went through the Force Slots... seemed like it should work. This is really perplexing. sad.gif


Mapzorz: OMG DOWNLOAD
Report, edit, etc...Posted by i)D(Elite on 2006-07-02 at 04:17:26
Yeah, this happens a lot sooner or later.
I didn't dl the map but I think I know your problem.
When you do a trigger and select more than 1 player for it to run for, it runs through it for EACH player. This doesnt tend to be a problem with things like Center View, or Move Units, but with things like Create and Set Score this can be a real problem.
If you want the goons to spawn for each player, use Current player in the goon create action.

If you want them for only one player, make the trigger for only 1 player.

If you need it to be for more than one player (like theres Display Text Message in the trigger or somtehing like that) then copy and delete in order to make two separate triggers. Create one for 1 player with actions and waits, and another for the rest of the players with text, center view, and the same waits. That's how I do my RPGs and whatnot.

If you already know all this and It's a completely different problem... Well... Yeah.

By the way, if this post helped send me a few minerals biggrin.gif (I really ought to go make this my sig)
Report, edit, etc...Posted by Veta on 2006-07-02 at 04:42:46
QUOTE(i)D(Elite @ Jul 2 2006, 02:17 AM)
Yeah, this happens a lot sooner or later.
I didn't dl the map but I think I know your problem.
When you do a trigger and select more than 1 player for it to run for, it runs through it for EACH player. This doesnt tend to be a problem with things like Center View, or Move Units, but with things like Create and Set Score this can be a real problem.
If you want the goons to spawn for each player, use Current player in the goon create action.

If you want them for only one player, make the trigger for only 1 player.

If you need it to be for more than one player (like theres Display Text Message in the trigger or somtehing like that) then copy and delete in order to make two separate triggers. Create one for 1 player with actions and waits, and another for the rest of the players with text, center view, and the same waits. That's how I do my RPGs and whatnot.

If you already know all this and It's a completely different problem... Well... Yeah.

By the way, if this post helped send me a few minerals biggrin.gif (I really ought to go make this my sig)
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Elite, maybe I posted the map on there for a reason, if I had the capacity to post a map... I think I'd have the capacity to set it to Current Player.
Report, edit, etc...Posted by Mp)7-7 on 2006-07-02 at 06:59:59
Do they all Spawn at the same location? If so do this, Have all you human players checked off for this (the files)

Condition
Curretn Player control at least 1 unit at "anywhere"

Action
Create Goon at location for current player (or however you have the goons being created randomly) Like Set swithc or whatever
Preserve Trigger


This will keep it so when the person leaves the trigger will die, no more extra goons for people.

If you dont have the goons for each player spawning at same location use that same trigger but for each player by changing just the location to where you want that goon to be spawned. I hope this answers your question!
Report, edit, etc...Posted by Urmom(U) on 2006-07-02 at 14:24:40
I haven't played the map but I've looked through the triggers. I think that part of the problem is with sharing switch 35. After force 1's triggers are executed, switch 35 is cleared which means that force 2,3, and 4 don't get to run their trigger until another trigger cycle when switch 35 will be set again. Try using a different switch maybe for each force, if that doesn't work then just post back.
Report, edit, etc...Posted by Veta on 2006-07-02 at 17:30:22
I said in the initial post that I checked force slots, that was a rare mistake that I made. Very rare. : (

The spawn is complex because I need it like that. Elite pissed me off because he didn't even look at the map.

7-7, Please look at the map before you say anything... it annoys me. Urmom, at least you looked at the triggers, no... if you really looked at it you would've noticed that all the other unit spawns work like that too. So what you argue is null or void. I can fix the spawn by doing that but I like to keep it uniform and I want to see what's really wrong with it.
Report, edit, etc...Posted by i)D(Elite on 2006-07-02 at 23:26:47
And about the map (Which I dl'ed this time since you made such a big deal about it), there's two ways you could fix this.
1. I don't know why this worked, but I tried moving the goon triggers up a few spaces and it seemed to fix everything.
2. Make a manual checking trigger that creates a goon for the players that dont get it, clears itself, and begins at the next goon spawn.

By the way, I'm aware that I'm probably younger than you, but that doesn't make me incompetent. I looked at your spawn triggers and completely understand them. It's a well made map and I can't seem to find any differences in the spawn triggers; but you don't need to know the source of the problem if you know how to fix it.
Report, edit, etc...Posted by Veta on 2006-07-03 at 00:27:14
QUOTE(i)D(Elite @ Jul 2 2006, 09:26 PM)
And about the map (Which I dl'ed this time since you made such a big deal about it), there's two ways you could fix this.
1. I don't know why this worked, but I tried moving the goon triggers up a few spaces and it seemed to fix everything.
2. Make a manual checking trigger that creates a goon for the players that dont get it, clears itself, and begins at the next goon spawn.


I know exactly how to make the Goon spawn work. I want to keep the map uniform, and find out why it didn't work. Yes, what you did worked because of the Force Slots, I don't see how or why the Goon should mess up though. That's what I need to know. It would be a waste to make a check to see if a player has a Goon, making the trigger work is what matters.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-05 at 02:50:57
okay, finally got around to your map. been having troubles with mine.

i think the problem lies with the 'timer - 1' trigger. you have it set for current player's death. i have a feeling that 'current player' is a totally seperate entity from the other players. the same way deaths of 'men' don't represent any other units.

i'll do some testing in the morning and see where this leads me. i'm still perplexed that current player actuallys works as an owner.

i've noticed the randomness and that has especially perplexed me.

ADDITION:
fmi, the switch 59?(force 4's dragoon switch) is set 5 times(5 players ingame) yet it is only fired once. i'm sure its not switch 59's problem, switch 250 is set as soon as a mode is selected and the only other create dragoon trigger condition is CP commands at least one igloo.
Report, edit, etc...Posted by Shocko on 2006-07-07 at 02:32:37
without reading all these long ass posts my answer would be to do something like

currentplayer brings atleast 1 burrow zergling anywhere
spawn is set

move location on like p7 zergling
create 1 goon at X
give to p8
preservetrigger

then when p7 commands 0 give all p8 to p7

ur limited to like 8 burrowble units but u can recycle (e.g 8 for p9 8 for 10)

if u dont already know take into account you cant create for p9-12 so dont try it

this shud work and you really shud stop flaming in ur own threads it makes u look like an idiot

Addition "I don't know why this worked, but I tried moving the goon triggers up a few spaces and it seemed to fix everything."
this could possibly because the way hes set it out triggers work p1 to p8 top to bottom so yeah that could be why also.


I know exactly how to make the Goon spawn work. I want to keep the map uniform, and find out why it didn't work. I made a big deal out of it because I wanted you to never make the same mistake, it worked? That's why flaming is essential to a forum. Yes, what you did worked because of the Force Slots, I don't see how or why the Goon should mess up though. That's what I need to know. It would be a waste to make a check to see if a player has a Goon, making the trigger work is what matters.

i do not think he said you dont know how to do it. if you did know how to fix it then why even post here. flaming is not needed though i do it on the occasion it can be sorted without flaming, he did not learn from his mistakes he just stopped you from crying and stomping your feet
Report, edit, etc...Posted by Mini Moose 2707 on 2006-07-07 at 02:41:30
Veta, read the rules please.
QUOTE
1. By participating on this website, you acknowledge that you possess a working, functional brain, will make use of it, and are capable of playing nice in the sandbox with the other kids. You will expected to respond to logic.


Please stop flaming and going off topic - your mapping help topic isn't the place to argue about flaming and defend how it benefits the website. A simple "what you suggested doesn't work" or "it's obvious you didn't look at the map, can you please do so before posting?" works just fine.
Report, edit, etc...Posted by Veta on 2006-07-08 at 02:55:02
QUOTE(Mini Moose 2707 @ Jul 7 2006, 12:41 AM)
Veta, read the rules please.

Please stop flaming and going off topic - your mapping help topic isn't the place to argue about flaming and defend how it benefits the website. A simple "what you suggested doesn't work" or "it's obvious you didn't look at the map, can you please do so before posting?" works just fine.
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What was off topic, my insults? One post, rather, one paragraph is hardly off topic. Rules are in place to benefit the website, correct? If I'm arguing what benefits a community... and I'm punished or attacked for doing so, without an actual argument sent back at me it would seem that that is against the rules. Rules benefit communities, bad rules don't. Rules change over time.

I hope you know I usually ask people to do things before they reply, to avoid me getting pissed at fools. Not pissed, find a chance to hurt someone's feelings. This one time, the time I don't try to write a post seeming unfeeling, I get a response that I stopped getting when my posts showed that I didn't want any BS responses.


I don't care what actions you take, simply refrain from discouraging flaming, it's essential to an intelligent community. Be more tolerant of it, that's all I ask.
Report, edit, etc...Posted by Mini Moose 2707 on 2006-07-08 at 11:08:43
If you want to debate over this, there's a forum called Website Feedback. Otherwise, this continues to be off topic.
Report, edit, etc...Posted by Shocko on 2006-07-08 at 11:15:24
veta i really think you shouldn't ask be fighting with minimoos2707 its not all that wise and ermm as for ur spawning trigger. it may be something with the order of triggers and if that doesnt work just have like the 8 burrowable units represent one unit then center on the unit create at the location For example

Center X on Zergling
create 1 goon at X
Wait

then if they dont want to spawn goons put it in like a "exile" location as it was that if they bring any like goons or other units that arn't one of the burrowable units then kill the unit

to my understanding should work relatively well although it will most likely create lots of wait collisions so to be honoust you could probably do with changes switches to death counters or doing what the other people said to do.
Report, edit, etc...Posted by Ideal_Ideas on 2006-07-08 at 22:46:37
Here this may be helpful:

Trigger
Description:
This Is For Mutiple Locations
Players:
¤ Single Player
Conditions:
¤ Put the requirements for trig to work.
Actions:
¤ Create 1 Dragoon at Drag 1 for current player (If you gonna use trigger for other players just keep it as Current Player)
¤ Wait 1000 Miliseconds (1 Second=100 Milisecs)
¤ Preserve Trigger


Or for two sharing 1 location:
Trigger
Players:
¤ 2 Players
Conditions:
¤ Put what you want player to have or to do for it to work
Actions:
¤ Create 1 Dragoon for Current Player at "Drag Players 1&2"
¤  Wait 1000 Miliseconds
¤ Preserve Trigger


Report, edit, etc...Posted by XGuy on 2006-07-08 at 23:10:14
what ideal said is perfect, except i think u made one mistake 1 second = 1000 milliseconds doesnt it? err correct me if im wrong, maybe ur right instead of me biggrin.gif

QUOTE
What was off topic, my insults? One post, rather, one paragraph is hardly off topic. Rules are in place to benefit the website, correct? If I'm arguing what benefits a community... and I'm punished or attacked for doing so, without an actual argument sent back at me it would seem that that is against the rules. Rules benefit communities, bad rules don't. Rules change over time.

I hope you know I usually ask people to do things before they reply, to avoid me getting pissed at fools. Not pissed, find a chance to hurt someone's feelings. This one time, the time I don't try to write a post seeming unfeeling, I get a response that I stopped getting when my posts showed that I didn't want any BS responses.


I don't care what actions you take, simply refrain from discouraging flaming, it's essential to an intelligent community. Be more tolerant of it, that's all I ask.


dont argue with moose, he always wins biggrin.gif
Report, edit, etc...Posted by Shocko on 2006-07-08 at 23:48:05
you two are silly he asked it so it was with switches indicating he wanted to be able to stop the creating of units so i basically said always create the unit and kill the unwanted ones but w.e i dont think hes even returning so sumbody shud just lock this
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