Staredit Network

Staredit Network -> UMS Assistance -> some wierd problem with map
Report, edit, etc...Posted by Kyuubi. on 2006-08-28 at 18:07:03
i'm sort of using tux's dark swarm firing system, except i added in some of my own configurations into it. when you have a defiler and dark swarm cast on a player, they'll lose hp. i'm using virtual leaderboard hp. so it works for 3 players but it wont damage the person who hosted the map.

here's the thing, one of the triggers are being ignored even though the conditions of it are all met. it works for other players for the damage, but except for the host.

so, for example...I dark swarm cast on a player, they lose some hp...but when other players shoot me, i don't lose any hp...which makes it wierd. the conditions are being met, like how im shooting and damaging other players with it.only difference is i set it for specific players.

anyway... i don't really have an idea how to fix this. i tried setting the triggers to the top of the list to fire and still nothing.
so the trigger for damaging the host is being ignored for some reason, has anyone else have this happen to them?
if you come on bnet at uswest and message me, ill show you the map.
Report, edit, etc...Posted by xmrxsiegecopx on 2006-08-28 at 18:30:40
It's possible that you may have mixed the DCs with another or that the trigger is affecting the wrong player. Post up the triggers that don't work.
Report, edit, etc...Posted by Kyuubi. on 2006-08-28 at 21:24:49
QUOTE(xmrxsiegecopx @ Aug 28 2006, 02:30 PM)
It's possible that you may have mixed the DCs with another or that the trigger is affecting the wrong player. Post up the triggers that don't work.
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well, there aren't any death counts for taking damage...but i tried it with death counts and it still doesn't work. well, the only problem is the triggers are set up the same way for the 4 players. i can dark swarm the other 3 players and damage them. but when they fire at me, i don't take any, so i'm not sure why it's skipping the trgiger for player 1.

here's a few triggers, and some with death counts:

Conditions:
-All players/p12 brings at least 1 dark swarm at anywhere
-Current player suffered exactly 0 deaths of dark swarm
Actions:
-center location 'dark swarm' at unit dark swarm at anywhere
-remove unit dark swarm at anywhere
-set deaths for current player: 1 dark swarm
-preserve trigger

next is;

Conditions:
-current player suffers exaclty 1 dark swarm
Actions:
-Create one mutalisk at dark swarm
-kill all mutalisk at anywhere
-set deaths for current player: 0 dark swarm
-preserve trigger

For the damage intake;

Conditions:
-Opponent player brings at least one mutalisk to hero location
Actions:
-Subtract Hp score
-Preserve trigger

anyway...you see, when the mutalisk is on your hero unit you take hp damage. they create and die quick enough to have their hp taken down. the other players can damage each other with it, and so can player 1 can damage them with it, but not take damage from other player shots. as said before, the triggers are set the same except they are configured for specific players. so its only skipping the damage part for player 1...i have other abilities that is set up like this and they work...but not this one.
Report, edit, etc...Posted by Mini Moose 2707 on 2006-08-28 at 23:17:01
Unless there is a wait before the Mutalisk is killed, it should never be around to fire off the trigger after that. I'd have a seperate trigger killing all Mutalisks at the very end.
Report, edit, etc...Posted by MoonlighTurtle on 2006-08-28 at 23:45:15
Units that are killed are killed at the end of the trigger cycle. Units that are removed, except for transports, are removed during the trigger cycle, when the trigger is run.

For example if the first trigger killed a mutalisk, and the second trigger had a condition for detecting the mutalisk, the mutalisk would still be there.

Either give the mutalisk to another player to be killed, or use remove instead.
Report, edit, etc...Posted by Kyuubi. on 2006-08-29 at 15:02:01
QUOTE(Mini Moose 2707 @ Aug 28 2006, 07:16 PM)
Unless there is a wait before the Mutalisk is killed, it should never be around to fire off the trigger after that. I'd have a seperate trigger killing all Mutalisks at the very end.
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ok, ill try putting in some waits...but hope it won't stall...

umm...giving the units to another player and units being killed or remove won't matter, the mutalisk dying is just for the effect and for detecting it on another unit. and i think you missed the part on casting dark swarm and the virtual hp...well i'm guessing the triggers are firing so fast it skips the damage trigger for player 1...but i don't know why its slow enough to work for the other players.

ADDITION:
well, i'm sort of in a predicament with my map...i tried the waits and the other players still can't damage player 1 with it...either its completely skipping and ignoring the damage triggers for player 1...where it has a mutalisk over the hero unit, or i'm not sure what's doing it.

as said before, when the dark swarm is created, the dark swarm disappears and creates/kills a mutalisk. i put in 20 milisecond waits in there between it being created and dying, and it looks like its not detecting the mutalisk. or either its somehow creating a mutalisk for another player that can damage other players.

ADDITION:
i have found the root of the problem...it seems when other players cast the dark swarm, it created mutalisks for player 1, so mutalisks owned by player 1 won't damage player 1 or themselves being player owned...but there were specific triggers for the other players that shot it created mutalisks of their own color, but i guess its only ignoring that part...

so i'm guessing i have to make it, if they shoot themselves they will hurt themselves(yeah sounds funny...)...but would there be anyway to make it safe for the person that shot it? making the mutalisk spawn for the player that shot it. i've done that but it's not doing that.
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