Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Strange little problem
Strange little problem
Apr 2 2009, 2:21 am
By: exile
Pages: < 1 2 3 >
 

Apr 2 2009, 10:30 am Chubacca Post #21



u prolly have another wait interacting with that one. i say sue death counters as timers instead, may take a lil bit but its worth it if u dont want waits intersecting.



None.

Apr 2 2009, 10:32 am exile Post #22



well ill try and figure out how to do that thanks
-edit

ok so i figured this out so far
1 hyper triggers dont work untill about 50-1 minute into the game they are slow and stuff and even the death counter thing that i made say "hi" every 12 deaths was really slow at first then it picked up (i can tell because i have the civilian in the game change health and it starts moveing fast after a minute or so)
2 i made a zerg guard spawn and had it set to die after 12 death counts and it just dies instantly so i thought maybe i set it to not enough deaths right? well i was wrong because i set it to 120 death count and it still died instantly

anyway here is the map im mainly worried about the triggers starting out slow and the whole thing about guarding dieing instantly.
1 more thing i found it is that if i use a trigger it messes up the speed of hypers again is this because at first i was useing "Wait" for my triggers?

Post has been edited 4 time(s), last time on Apr 2 2009, 12:04 pm by exile.



None.

Apr 2 2009, 12:35 pm ForTheSwarm Post #23



Use a different death counter for the guardian. The one that makes "hi" appear interferes with the guardian's death counter.

Make the the "Hi" trigger have the condition of exactly 0 deaths instead of exactly 1 deaths. Even with hypertriggers, it can sometimes miss the moment when you have exactly 1 deaths.



None.

Apr 2 2009, 2:17 pm exile Post #24



What do you mean make a new death counter? i have to do a new one for each trigger??



None.

Apr 2 2009, 2:31 pm ForTheSwarm Post #25



Use the deaths of a different unit. Yes, you probably need one for each spell.



None.

Apr 2 2009, 3:12 pm rockz Post #26

ᴄʜᴇᴇsᴇ ɪᴛ!

"player 1 deaths of cantina" and "player 2 deaths of cantina" are two separate death counts. If you have multiple players using the same generic spell, you can use "current player" in the player spot and have it owned by the different players. In that sense, you only need one trigger, and "one" death count for the spell.

Waits are much easier to make triggers with, but they end up causing more problems than they solve. Death counters are much more useful due to their ability to act independently of one another, and be modified during the emulated wait. They're also the best place to store data, due to their ability to hold 2^32 bits, for 8 players and 228 units. You can even show them on the leaderboard, though it requires a bit of overflow triggering.

For the swarm, it can't miss the exactly 1 deaths unless the triggers are poorly made. You're thinking of elapsed time or countdown timer.

Post has been edited 1 time(s), last time on Apr 3 2009, 7:38 am by Zachary Taylor.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 2 2009, 4:43 pm Lt.Church Post #27



make sure you give hypers to a player with absolutely no other waits otherwise itll cause waitblocks that can disable the effects of hypers or even slow/stop triggers with waits in them.



None.

Apr 2 2009, 7:47 pm exile Post #28



so then why are my triggers all just starting off slow? like untill 30 seconds in the triggers are not hyper
is it because of my waits?



None.

Apr 2 2009, 7:54 pm NudeRaider Post #29

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




Apr 2 2009, 10:11 pm Chubacca Post #30



it might suck but i recommend replacing all of the waits with death counts, ill send u a partly done half assed naruto map i did in a good 6 hours last week.

edit: if u want it message me



None.

Apr 3 2009, 5:40 am exile Post #31



ok 1 more question i looked up more stuff on hyper triggers and i found out that you need to use one of those units that "cant" die and there is only a set amount of them what happens when you run ouf of the units? cant make more triggers? and can you make them not seen on the map or somehow because i dont want to have all those random units just sitting around on my map



None.

Apr 3 2009, 5:51 am Positively Post #32



I'm not really getting it, are you talking about Death Counts? Cause if you are, those units DO NOT need to be placed in order to count as a death. Use a trigger to set deaths/subtract/add them. :]



None.

Apr 3 2009, 6:38 am rockz Post #33

ᴄʜᴇᴇsᴇ ɪᴛ!

There are 228 units you can use. 54 of them can't be killed in the game, thus their deaths can only be modified via triggers. Some of these you can't even place on the map without it crashing. YOU DON'T NEED TO PLACE THESE ON THE MAP TO SET DEATHS VIA TRIGGERS.

Of the remaining 174 units, most people do not have any use for some of these. If there are no terran marines in your map which can be killed by damage, then you can use terran marine as a death count.

In the unlikely event you are using all 174 units, and you still need more, there are 8 players. A player does not have to be present to have a death counter set (but the trigger won't run if it's owned by a nonexistant player). Players 9-12 typically don't have any real use, so they are great places.

In total, that means there are 8*228=1824 places to store data. If you only use the 54, that's 432 death counters. Anyone who really uses 432 death counters is making a HUGE map, and would probably get lost.

Deaths are updated in one of two ways: via the "set deaths" action, or the unit being killed by damage. The "kill unit" action doesn't update deaths.

Post has been edited 2 time(s), last time on Apr 3 2009, 7:38 am by Zachary Taylor.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 3 2009, 8:45 am NudeRaider Post #34

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

Wow rockz, I envy you for actually having the patience to spell that out... /offtopic

Just to make it sure: You DO use waits for your hyper triggers. You only replace all other waits with death counters.
You shouldn't take the word death counter so literally. They are basically just variables.




Apr 3 2009, 4:26 pm kidblaze Post #35



Perhaps maybe, you can make a trig that greates one infested and copy it to however many you want, then edit each seporite one to spawn at a different location. such as:
(condition- bring at least 1 chooser to spawn 1 (action- create exactly 1 infest at IT spawner A.
Then copy the trig a cuople of times and edit like this:
(condition- bring at least 1 chooser to spawn 1 (action- create axactly 1 infest at IT spawner B.
And then keep doing that untill you have however many infesteds you want.



None.

Apr 3 2009, 7:10 pm exile Post #36



that has been fixed thanks for the help and patience with me =p
and yet i have another problem though =D


this is the problem i have
trig 1
Conditions
current brings at least 1(sasori) to battlfield
current brings at least 1 toss carrier to buildings
Current commands atmost 1 puppets

Actions
Kill all carrier for cp
creat 2 puppets at hiruko spawn for cp
preserve trigger

trig2 (the one thats giveing me problems)
Conditions
current brings at least 1(sasori) to battlfield
current brings at least 1 toss carrier to buildings
Current commands exactly 2 puppets

Actions
Kill all carrier for cp
Modify resources for current player add 150 gas
preserve trigger

what i wanted to do was refund the amount that was used if he already had max amount of puppets.
Instead what happens is even the first time i spawn the 2 puppets i get refunded..



None.

Apr 3 2009, 7:30 pm rockz Post #37

ᴄʜᴇᴇsᴇ ɪᴛ!

Here's a tip in trigger debugging:

I know it's kind of obvious, but if something is happening, figure out WHY it is happening. In your case, you have two triggers, both of which are running. Why is the second trigger running? It's simply because all the conditions are met.

The limiting factor here seems to be the two puppets. Why do you have two puppets? Well, didn't you just create two puppets in the previous trigger?



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 3 2009, 7:36 pm exile Post #38



Yes i was thinking about that.. but i opened up a different map and they have the same exact trigger and it works there and also i cant think of any other way of doing it



None.

Apr 3 2009, 7:47 pm rockz Post #39

ᴄʜᴇᴇsᴇ ɪᴛ!

move trigger 2 above trigger 1, or use the "remove" action instead of the "kill" action.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 3 2009, 8:16 pm exile Post #40



i tried that and when he has 150 gas and uses all 150 gas for the first time he gets back 150 gas still and gets his puppets =[
kill action for what? the Carrier?



None.

Options
Pages: < 1 2 3 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[09:18 pm]
Ultraviolet -- 🔪🐈
[12:34 pm]
NudeRaider -- curiosity kills the cat!
[06:18 am]
Sylph-Of-Space -- No complaints here, i'm just curious!
[2024-5-18. : 11:05 pm]
Ultraviolet -- :wob:
[2024-5-18. : 3:55 pm]
Zoan -- :wob:
[2024-5-18. : 10:34 am]
NudeRaider -- SEN doesn't rely on spammers initiate its sleep cycle. It hat fully automated rest and clean-up phases. Please understand that this is necessary for the smooth operation of the site. Thank you.
[2024-5-18. : 3:45 am]
Sylph-Of-Space -- Does the shoutbox get disabled when there's spammers?
[2024-5-17. : 6:47 am]
NudeRaider -- lil-Inferno
lil-Inferno shouted: nah
strong
[2024-5-17. : 5:41 am]
Ultraviolet -- 🤔 so inf is in you?
[2024-5-17. : 4:57 am]
O)FaRTy1billion[MM] -- my name is mud
Please log in to shout.


Members Online: l)ark_ssj9kevin, C(a)HeK