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Invisible beacons not working
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Jan 6 2009, 1:53 am
By: poison_us  

Jan 6 2009, 1:53 am poison_us Post #1

Back* from the grave

I have a perfectly good understanding of how to get the invisible beacons [glowy middle, but no team color outer]. In a map I'm working on, there are 24 of them, and the same 3 keep not working. What actually happens is that they don't disable.

The trigger goes:

Players: All Players

Condition: Always

Action: Disable Doodad State for [beacon] at [x]
repeat that 23 times and different locations, with protoss, zerg, and terran beacons mixed in.
preserve trigger [ok I'm gonna admit this was pretty pointless but it doesn't change a thing]

In a separate trigger, I give the players vision, then take it away at 3 seconds elapsed




Jan 6 2009, 1:55 am Lord Malvanis Post #2



Sometimes stacking triggers doesn't work. Delete what you've got and just copy the trigger however many times you need it and just change the location name/beacon.



None.

Jan 6 2009, 2:12 am poison_us Post #3

Back* from the grave

gah! that sounds gay

i'll try it though




Jan 6 2009, 2:13 am Toothfariy Post #4



it may require that you quickly create a detector for current player at the location then remove it

http://www.staredit.net/maplantis/index.php?sid=76fd509d8d;wiki=91#wiki_3



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Jan 6 2009, 2:20 am poison_us Post #5

Back* from the grave

i copied the trigger and disabled half of it for one and the other half for the other...and the same thing happened...

although this time it was only with the first and last beacon [top left and bottom right], instead of 3 randomly placed ones

im gonna check the location and make sure its good




Jan 6 2009, 2:20 am Falkoner Post #6



Quote
it may require that you quickly create a detector for current player at the location then remove it

He's giving vision instead, it should work if the disabling is happening correctly, however, if may be glitching up since he has it under All Players, try putting it under a computer player then have the vision trigger be for All Players.



None.

Jan 6 2009, 2:29 am NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Maybe vision update is too slow. --> Remove vision at lets say 10 seconds (and decrease it gradually once it works)
As oddly as it may sound, sometimes you get vision of some unit earlier than for others.

Oh and multiple actions per trigger has nothing to do with it.




Jan 6 2009, 2:33 am poison_us Post #8

Back* from the grave

its not the vision, that works like a charm
its the disabling, and after messing with the locations, the last beacon worked...but I gave the triggers to the computer player, and that did absolutely nothing to the first
Quote from NudeRaider
As oddly as it may sound, sometimes you get vision of some unit earlier than for others.
usually units that are moving or in combat will get it first

Post has been edited 1 time(s), last time on Jan 6 2009, 2:45 am by NudeRaider. Reason: posts merged - pleas edit instead of double post




Jan 6 2009, 2:43 am NudeRaider Post #9

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Well maybe some other beacons are conflicting, like location overlaps to another beacon. Only 1 beacon can be disabled per location and it's always the same.

Maybe a cycling system would work. Instead of using 1 location per beacon use only 1 for all.
Make a trigger like this: ('disable' is a 2x3 location)
<Computer Player>
Conditions:
any condition will do. for example:
Elapsed scenario time is at most 3 seconds
Actions:
Center location 'disable' on beacon owned by P12 (or whoever owns them)
disable doodad state of beacon at 'disable'
Give beacon at 'disable' to P11 (or whatever free player you have)
Preserve trigger

<Computer Player>
Conditions:
Elapsed scenario time is at least 4 seconds
Actions:
Give all beacon at 'anywhere to P12 (or whoever owned them before)

With hyper triggers 8 beacons will be disabled per game second. So for 20 beacons after 2.5 seconds all should be disabled. If that's too slow copy the first trigger a few times.

Post has been edited 3 time(s), last time on Jan 7 2009, 12:50 pm by NudeRaider.




Jan 6 2009, 2:46 am poison_us Post #10

Back* from the grave

NudeRaider, you can be the first to tell me I'm retarded.

the simple solution was to move the locations away from each other...I accidentally had 2 of the same beacons owed by the same player in two separate locations...meaning the same action was carried out on the same beacon...

[disable zerg beacon at (x) and (y) both happened to the same beacon]


EDIT:
Quote from NudeRaider
Well maybe some other beacons are conflicting, like location overlaps to another beacon. Only 1 beacon can be disabled per location and it's always the same.
yeah I didn't see your post until after I posted that so...yeah, thats most likely the problem...ill say something if its not but i feel stupid...so it probably is.
Quote from NudeRaider
With hyper triggers 8 beacons will be disabled per game second. So for 20 beacons after 2.5 seconds all should be disabled. If that's too slow copy the first trigger a few times.
actually for some reason they all disable immediately and simultaneously.

Post has been edited 1 time(s), last time on Jan 6 2009, 2:58 am by NudeRaider. Reason: posts merged - please edit instead of double post




Jan 6 2009, 3:00 am NudeRaider Post #11

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from poison_us
Quote from NudeRaider
With hyper triggers 8 beacons will be disabled per game second. So for 20 beacons after 2.5 seconds all should be disabled. If that's too slow copy the first trigger a few times.

actually for some reason they all disable immediately and simultaneously.
That was referring to the cycling system.
If you put all actions in 1 trigger it will of course happen the same time.




Jan 6 2009, 3:21 am poison_us Post #12

Back* from the grave

well I wasn't paying much attention to the cycling thing, because I already thought of it and if I can make it work without doing all that [yes I am lazy] I would much rather prefer it.




Jan 6 2009, 3:27 am NudeRaider Post #13

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from poison_us
well I wasn't paying much attention to the cycling thing, because I already thought of it and if I can make it work without doing all that [yes I am lazy] I would much rather prefer it.
Actually imo the cycling system is less work. It's 2 simple triggers instead of 20 actions which you have to manually edit to have the correct locations, which is also more prone to mistakes.
But since it's done already there's of course no reason to change it, except if you should run into location shortage.

At the very least you should remember that technique for your next map, as it's location saving and less handwork.




Jan 6 2009, 5:38 am Falkoner Post #14



Quote
Actually imo the cycling system is less work. It's 2 simple triggers instead of 20 actions which you have to manually edit to have the correct locations, which is also more prone to mistakes.

If you just did the actions over and over you wouldn't need to specify locations, it'd be the same as copying that trigger a few times.



None.

Jan 6 2009, 2:38 pm NudeRaider Post #15

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Falkoner
Quote
Actually imo the cycling system is less work. It's 2 simple triggers instead of 20 actions which you have to manually edit to have the correct locations, which is also more prone to mistakes.

If you just did the actions over and over you wouldn't need to specify locations, it'd be the same as copying that trigger a few times.
What? If he has 20 locations he has to write 1 action for each of them. There's no way around it.
Or am I misunderstanding you?




Jan 7 2009, 12:18 am Falkoner Post #16



Quote
What? If he has 20 locations he has to write 1 action for each of them. There's no way around it.

I'm saying he could move one location around to each of the beacons, and disable them in the same trigger.



None.

Jan 7 2009, 12:24 am NudeRaider Post #17

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Falkoner
I'm saying he could move one location around to each of the beacons, and disable them in the same trigger.
Ah, yes of course. That would be more work since he has to copy each action 20 times (you can't just hold 'c' like in the trigger overview, as it's 3 actions which have to have correct order) but it would look better in the trigger overview and it would be instant.




Jan 7 2009, 12:26 am Falkoner Post #18



Quote
Ah, yes of course. That would be more work since he has to copy each action 20 times (you can't just hold 'c' like in the trigger overview, as it's 3 actions which have to have correct order) but it would look better in the trigger overview and it would be instant.

That's what the text editor is for, silly :P



None.

Jan 7 2009, 9:32 am okeee Post #19



Quote from NudeRaider
<Computer Player>
Conditions:
P12 brings at most 0 beacons to anywhere
Actions:
Give all beacon at 'anywhere to P12 (or whoever owned them before)
Preserve trigger

what is this preserve trigger for? this would disable all the already disabled units again and give them to another player again and keep on going..



None.

Jan 7 2009, 12:49 pm NudeRaider Post #20

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from okeee
Quote from NudeRaider
<Computer Player>
Conditions:
P12 brings at most 0 beacons to anywhere
Actions:
Give all beacon at 'anywhere to P12 (or whoever owned them before)
Preserve trigger

what is this preserve trigger for? this would disable all the already disabled units again and give them to another player again and keep on going..
:lookaround: The Preserve is left over from copying, forgot to delete it. :P What mattered for me was the loop, I didn't give the rest much thought... innocent:
I also noticed that the condition should be different. The last trigger should only run once, and once the last trigger has run the first should never run again. This could be done with a switch, or like I did with elapsed scenario time. Check my triggers above - I edited them.




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