Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Destroy/build Loop trigger
Destroy/build Loop trigger
Feb 23 2009, 1:20 am
By: Queen-Gambit  

Feb 23 2009, 1:20 am Queen-Gambit Post #1



For my side project, main project: http://www.staredit.net/topic/6358/ am recreating my own version of Mount Impossible. It is called Mount Hawaiian. In this map, I have added more challenges for players to enjoy.

Description: Players are probes that must reach run across a long lane while dodging the incoming flow of computer ultralisks. Such tactics are familar to cat n mouse sc players. In this map, there is a small Terrain Turret located just above the inital probes. The purpose of the turret is for it to help make the Ultralisk "smarter".



Legend:
Boom - Name of the turret
AI - Name of location where turret is
Activate - Name of Civilian.

The purpose of that turret is - everytime a turret is built, that trigger activate the yellow comps to become more random/sporatic and not just target one probe. The Inital turret life is 1% and is invincable. The applied properties is again - 1% life and invincable. Since its 1% life, it dies on its own.

My error/hypothesizing : What happens is that once the very first turret gets destroyed, the new turret that gets built has 100% life and thus escaping the loop, making the ultralisk dumb. I've tried taking out the turret from the get-go. The map will build another turret however, it will be 100% life. One other thing i did was change the turret specs. Under Unit Settings, I've change the turret HP but still no sucess.

So please help me with this simple problem. I promis to give everyone cookies :D

Attachments:
Mount Hawaiian 6.5.scx
Hits: 10 Size: 80.51kb



None.

Feb 23 2009, 1:31 am Biophysicist Post #2



What's the problem? Does the turret not die for some reason? If you're using Create Units With Properties to give it 1% HP, then it will spawn at 1% HP. Either you're healing it somewhere or some other trigger is doing weird stuff.



None.

Feb 23 2009, 2:59 am Falkoner Post #3



What I don't understand is why are you using the turret? Why can't you just use a Death Count timer or something similar?



None.

Feb 24 2009, 4:18 am Queen-Gambit Post #4



I wanted to keep that weird turret function simply because it was in the other map. In response to James, nothing is healing it but something glitchy is happening. In response to Falkoner, yah looks like ima just do a simple create wait 1sec then destroy.

thank you.

I really wanted the turret to work oh well :(



None.

Feb 24 2009, 7:21 am Wormer Post #5



Quote from Queen-Gambit
I really wanted the turret to work oh well :(
You wanted the turret because it was in the original map, right? Okay, I see...

For some reason, the created unit hit points property is not applied (wired! :shocked:). I really have no idea why this happens! There is a workaround though. Insert the "Modify Unit Hit Points" right after the turrets creation. Also there is no need to apply invincibility property because invincibility is set every loop for all buildings owned by all players at anywhere in a trigger owned by all players.



Some.

Feb 24 2009, 7:32 am Vrael Post #6



Did you check to see if there is another trigger that sets unit health to 100%, that could be interfering with your turret? Maybe there isn't a "set missle turret to 100" action, but maybe there is a "set all units at location to 100" action somewhere buried in there that is interfering.



None.

Feb 24 2009, 7:42 am Wormer Post #7



Quote from Vrael
Did you check to see if there is another trigger that sets unit health to 100%, that could be interfering with your turret? Maybe there isn't a "set missle turret to 100" action, but maybe there is a "set all units at location to 100" action somewhere buried in there that is interfering.
Yup, I've checked that:
there is no other action or condition referring to the "AI" location (where the turret is) except that CUWP action;
there is no other action or condition referring to the "Terran Missile Turret" except the "Command" condition in that trigger;
there are no "Modify Unit Hit Points" actions at all.

Have I missed anything?


EDIT:
Additionally,
there is a single "Modify Unit Shield Points" for "Protoss Probe" at anywhere executeing each trigger loop for each player (probably this interferes with CUWP?!);
the only actions and conditions referring to "Buildings" are "Bring" and "Kill Unit", triggers under which the "Kill Unit" action have some conditions (which implies they dont execute every trigger loop);
the only actions referring to "Any Unit" are "Kill Unit", "Kill Unit At Location", "Remove Unit At Location", all of them are in triggers with some conditions, except one:
always kill all any unit for all players at specific location (probably this interferes with CUWP?!).

No idea what else could affect CUWP...

Post has been edited 1 time(s), last time on Feb 24 2009, 7:52 am by Wormer.



Some.

Feb 24 2009, 7:45 am Vrael Post #8



Well, if you are quite sure that that specific trigger is creating the missle turret, then I am befuddled.



None.

Feb 24 2009, 8:03 am Wormer Post #9



Quote from Wormer
there is a single "Modify Unit Shield Points" for "Protoss Probe" at anywhere executeing each trigger loop for each player (probably this interferes with CUWP?!);
Quote from Wormer
the only actions referring to "Any Unit" are "Kill Unit", "Kill Unit At Location", "Remove Unit At Location", all of them are in triggers with some conditions, except one: always kill all any unit for all players at specific location (probably this interferes with CUWP?!)
The reason is niether the first nor the second, because when I've disabled these actions everything remaned the same.

Quote from Vrael
Well, if you are quite sure that that specific trigger is creating the missle turret, then I am befuddled.
And yes, I'm sure, because I've used text search for keywords (looked for "Modify" for example to find all triggers which modify unit HP, shields and etc.) in Notepad++ and I trust the search even more than my eyes.

For the reference, the "Terran Missile Turret" is set to have 200 max hit points in general unit properties.

Post has been edited 1 time(s), last time on Feb 24 2009, 8:28 am by Wormer.



Some.

Feb 24 2009, 10:56 am NudeRaider Post #10

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

How many triggers create units with properties?
Are all these triggers setting the properties to different value/checkmark combinations?

The thing is sc has only 64 CUWP (Create Units With Properties) slots. Scmdraft already recycles them (in staredit, you can not have more than 64 create units with properties actions at all) but still, if they are all different, you might be running out of slots.
If that is the case, the easiest way around it is to create units/turrets/whatever without properties and applying them afterwards via set invincibility, modify hp, etc.




Feb 24 2009, 11:38 am Wormer Post #11



No, NuderRaider this is not the case. He uses only 3 CUWP Slots in 8 CUWP actions 6 of which reusing the first CUWP slot.

The map is simple, there are few triggers, but much is done at location anywhere for buildings or all units for all players. I think some action interferes with the CUWP action, but have no idea which one.

EDIT: by the way, the trigger which creates the turret is the third trigger from the tail in the execution order.



Some.

Feb 24 2009, 11:54 am Ahli Post #12

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I already had a similar bug with creating cloaked ghosts. The CWUP slots seemed correct, but in Starcraft the ghosts were never cloaked.
I was able to fix that bug in your map.

Just delete the create with properties action. save the map. create the action in that trigger again.

I can't understant why that happens. But I know that it does exist.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2024-4-27. : 9:38 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider sing it brother
trust me, you don't wanna hear that. I defer that to the pros.
[2024-4-27. : 7:56 pm]
Ultraviolet -- NudeRaider
NudeRaider shouted: "War nie wirklich weg" 🎵
sing it brother
[2024-4-27. : 6:24 pm]
NudeRaider -- "War nie wirklich weg" 🎵
[2024-4-27. : 3:33 pm]
O)FaRTy1billion[MM] -- o sen is back
[2024-4-27. : 1:53 am]
Ultraviolet -- :lol:
[2024-4-26. : 6:51 pm]
Vrael -- It is, and I could definitely use a company with a commitment to flexibility, quality, and customer satisfaction to provide effective solutions to dampness and humidity in my urban environment.
[2024-4-26. : 6:50 pm]
NudeRaider -- Vrael
Vrael shouted: Idk, I was looking more for a dehumidifer company which maybe stands out as a beacon of relief amidst damp and unpredictable climates of bustling metropolises. Not sure Amazon qualifies
sounds like moisture control is often a pressing concern in your city
[2024-4-26. : 6:50 pm]
Vrael -- Maybe here on the StarEdit Network I could look through the Forums for some Introductions to people who care about the Topics of Dehumidifiers and Carpet Cleaning?
[2024-4-26. : 6:49 pm]
Vrael -- Perhaps even here I on the StarEdit Network I could look for some Introductions.
[2024-4-26. : 6:48 pm]
Vrael -- On this Topic, I could definitely use some Introductions.
Please log in to shout.


Members Online: Roy, Dem0n