Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Center view acting crazy
Center view acting crazy
Jan 29 2009, 7:22 pm
By: alexpnd  

Jan 29 2009, 7:22 pm alexpnd Post #1



Hey I'm firing off a center view in a simple trigger, lets say as simple as it gets. even with a text display whenever it fires for "diagnostic" purposes. well it fires just once but it sticks the center view like its getting fired as fast as possible not allowing me to scroll. I searched the site and discovered that it acts as a wait block, it could be something to do with that because it doesnt scroll right away, it takes a few seconds after the text is displayed to center. Also i read that it doesnt work the same in multiplayer so when i create a LAN game for myself all is well. However I dont want to leave it like that even if it works fine in multiplayer, Im afraid it'll muck up some other way. Any help?



None.

Jan 29 2009, 7:29 pm Biophysicist Post #2



Center View takes a few seconds to work in singleplayer and counts as a Wait 0 in singleplayer. Nothing you can do about it.



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Jan 29 2009, 7:31 pm Devourer Post #3

Hello

Just a small information for Center View:
In the single player mode it really moves the screen to the location (you can see it moving)
and in multiplayer it just get centerd to it as fast as possible.

Also the mouse will be center don the middle of your screen in singleplayer, not like in multiplayer.



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Jan 29 2009, 7:32 pm Brontobyte Post #4



Just don't have any other waits for the player(s) who have the "Center View" action. Also make sure that the player who owns the hyper triggers, granted you have them, are not players who have waits either.



None.

Jan 29 2009, 7:46 pm alexpnd Post #5



thanks but its really odd and im damn sure its not me. the screen will "stick" for a while, in the center view location i cant move it. yet the display text (within the same trigger) isnt firing only the once like it should. but granted, it is working multiplayer so i wont whine any longer. thanks for the further information.



None.

Jan 29 2009, 8:24 pm NudeRaider Post #6

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

I have a little problem understanding what the exact problem is.
When you say you can't move the screen in single player, I'm thinking that the trigger is fired over and over.
Maybe check if it's (unwantedly) preserved or try making the condition false in the trigger itself.




Jan 29 2009, 10:52 pm Falkoner Post #7



If you plan on using Center View excessively you're going to have to just give up on single player, they can always just play over the network and that will work just fine.



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Jan 30 2009, 12:02 am KrayZee Post #8



In Single Player, as the screen scrolls to the certain location, and the cursor is centered. If preserve trigger is present, your cursor will remain centered until the trigger is disabled.

You can, however, test it in multiplayer, listing the following:
  • Direct Cable Connection
  • Battle.net (Recommended)
  • Local Area Network (UDP)

or the other two options: Modem and Local Area Network (IPX) if such connection is established in your computer.

In Multiplayer, the screen instantly moves the screen to the location, as well having the mouse not center itself in the screen.



None.

Jan 30 2009, 3:58 pm alexpnd Post #9



Yeah I'm not a very articulate person Nude lol. I meant to say, its a simple trigger.

CON:
CreatePlayerOn = true

ACT:
Display Text "fires"
CenterView "here"

CON:
CreatePlayerOn = true
ACT:
DisplayText "spawn"
CreatePlayerOn = false

It works fine multiplayer, but again, single player, it says "here" THEN ONLY about after 10-20 seconds itll zip over (center view) like the call was delayed or something? And it'll stick as if im firing it over and over but the display text is not firing. I've done these sorts of triggers plenty of times and its never acted this way. If this has happened to anyone before let me know, if not then im missing something in my triggers.



None.

Jan 30 2009, 4:23 pm Devourer Post #10

Hello

Please tell us the trigger which sets the "CreatePlayerOn" switch.



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Jan 30 2009, 5:27 pm DaMiNaToR Post #11



Quote
CON:
CreatePlayerOn = true

ACT:
Display Text "fires"
CenterView "here"

CON:
CreatePlayerOn = true
ACT:
DisplayText "spawn"
CreatePlayerOn = false
First off, this could easily be simplified into one trigger. There's no need to complicate it more.

Post has been edited 1 time(s), last time on Jan 30 2009, 7:22 pm by NudeRaider. Reason: removed bad explanation/suggestion



None.

Jan 30 2009, 7:27 pm NudeRaider Post #12

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

You are running into wait blocks.
As was already explained center view acts as a wait in single player but not multi player.

Basically you must not have any other wait running for the same player when doing center view, wait or transmission.
So replace your waits with Death Counters, or if it's hypers give the hyper triggers to a computer player that has no other waits.




Jan 30 2009, 10:19 pm Craftstar2 Post #13



Good way to stop cheating in singleplayer maps IMO. No power overwhelming in Deep Six xD



None.

Jan 31 2009, 5:03 pm DaMiNaToR Post #14



Quote from Craftstar2
Good way to stop cheating in singleplayer maps IMO. No power overwhelming in Deep Six xD

That's another reason I said to make it b.net only. No cheats. But apparently my opinion isn't worth Nude's appreciation. I still say save yourself the trouble just because it's easier my way.

You could go to the trouble of fixing the triggers for single player if it's really important to you that people can cheat on your map but honestly why bother?



None.

Jan 31 2009, 11:13 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

Yes, I do not appreciate that you recommend to limit the map to multi player to avoid a wait block.
The purpose of this forum is (amongs others) that people learn how to do things right.

Btw. you claim "your way" (making it b.net only) is easier. That's not necessarily true. Often wait blocks are caused by setting hyper triggers up the wrong way, which is most easily fixed by giving them to a computer player without waits, which would require considerably less effort and thought than creating an anti-single player trigger.




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