Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Force 3 not responding
Force 3 not responding
Apr 20 2009, 4:20 am
By: Queen-Gambit  

Apr 20 2009, 4:20 am Queen-Gambit Post #1



Currently im working on a map called Blizzard Strike inspired by Nuderaiders Desert strike. Top Blue team is not spawning units. I need help for that. Both Force 3, and force 1, representing opposing teams, have somewhat identical triggers. Death count is used to spawn units.
Locating the errors: I think it may be at the triggers "end spawn" which is at the bottom and also "who is spawning" which is located more than 1/2 down the force 3 triggers.

Those sets of triggers regulate the deathcounts. If theres no way to fix, can someone help me find another way to spawn units? If u need more information, i'll be gladly to reply. Here is the map:

Attachments:
Blizzard Strike2.scx
Hits: 2 Size: 151.2kb



None.

Apr 20 2009, 9:32 am Ahli Post #2

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

upper team has no "who is spawning" triggers. the lower team has.




Apr 20 2009, 12:15 pm NudeRaider Post #3

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

Without checking, this sounds like it could be it.

As an ironical sidenote, if you don't understand my system, then don't use it. :P

Okay, joking aside, it's always a good idea to come up with things on your own, because then you learn a lot more. Nevertheless here's a brief description how it works:

New spawning round:
If nobody is spawning ('spawn state' dc = 0, Switch 'Spawn Y/B' cleared) then start a new spawning round by setting 'spawn state' to 1 for the force.

Who's spawning next:
When countdown is 0 *) nobody is currently spawning then the next player whose 'spawn state' is still 1 get set his dc to 2, indicating hes spawning next and restart countdown, so noone else's 'spawn state' is set to 2.

End spawning:
When player has no buildings of list 1 (need 2 condition checks because limit of 16 conditions), set 'spawn state' to 3. When no buildings of 2nd list, then set 'spawn state' to 0 and clear 'Spawn Y/B' to finally end spawning for that player/round.
And finally if only list one was true, but not list 2 then set back 'spawn state' to 2 to continue until both lists show true.

Then it loops back to "Who's spawning next" until all players of that force have spawned, then it loops back to new spawning round. Check the 'spawn state' dc to see how.
*) I got into some trouble due to cross-player behavior of triggers because I used the global countdown timer instead of a death counter. Basically when Force 1 spawned they set the countdown to 46, which prevented Force 3's "Who's spawning next" trigger to run. That's why P4 sets it back to 0 if it detects 46.

Hope this explanation helps you rooting out possible future problems or at least gives you a better understanding. If you still have open questions, don't hesitate to ask.

Oh and good luck with your new map! What will be the main differences to Desert Strike, if I may ask? I'm curious to see what will become of your Desert Strike offspring.

Post has been edited 1 time(s), last time on Apr 21 2009, 12:08 am by NudeRaider.




Apr 20 2009, 8:01 pm Queen-Gambit Post #4



Oh i was hoping u would post Nude, thanks that clarifies a lot. Yea, i didn't have the 'whos spawning' for the other team.
I'm trying to make it so that the battle itself would be prolonged. I've added more gas but the max gas would give out the same mins from desert strike. One might think gassing would be a waste of minerals however, there's perks. As you gas more, you
get more area to build, new spawning units*, and even a new builder from another race.

*I've widen the terrain a bit. There are now 2 more spawn areas. I've added another spawn thats north of the fortress and another spawn thats south of the fortress. So as the game is played, there will be 3 parallel battling lines. Players are given a choice where their buildings can spawn units. Now i mentioned something about new spawning units. What that means is, when players gas up to a certain number, they will be able to choose to spawn they're ground units and air units separately to the three spawn points, giving players more tactical advantage and help in the battlefield.



None.

Apr 21 2009, 12:09 am NudeRaider Post #5

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

That sounds like Desert Strike vQueen.
Are you just going to rename your vQueen or is there more?

On-topic: You forgot the P4 trigger that resets the Countdown timer when it is 46 - even though I specifically explained that you need it so Blue can spawn. -.-

Post has been edited 1 time(s), last time on Apr 21 2009, 12:17 am by NudeRaider.




Apr 21 2009, 7:12 am Queen-Gambit Post #6



yah yah i already put that trigger too, it still won't run =(



None.

Apr 21 2009, 8:56 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

In the version you attached to the first post it's missing.
Can you please post the "most fixed" version?

EDIT:
Nevermind I added them myself. After going the wrong direction for a while (you said that only Force 3 doesn't spawn, but infact noone spawns) I confirmed that the 'spawn state' dc is correctly set in every phase:


Which made it clear that you did something to the spawning triggers:
You switched Top and Bottom Locations. Yeah yeah, it's always the small things, isn't it? ;)
Fixing this, the spawning worked, but the buildings aren't properly given for Force 3. You'll want to look into that a little further.

Post has been edited 1 time(s), last time on Apr 21 2009, 9:53 am by NudeRaider.




Apr 21 2009, 9:18 am Queen-Gambit Post #8



heres the one with the changes. They appear right to me. Im just not attenative to spotting small errors

Attachments:
Blizzard Strike3.scx
Hits: 0 Size: 151.28kb



None.

Apr 21 2009, 9:56 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

check edited post above




Apr 21 2009, 10:05 am Queen-Gambit Post #10



alright, thanks for ur help and speedy reply, i'll get to it



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