Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Odd Text Display Bug
Odd Text Display Bug
Oct 9 2007, 5:53 pm
By: Joshgt2  

Oct 9 2007, 5:53 pm Joshgt2 Post #1



I am in the process of making a full campaign right now and at the end of my second part, the person that I want to talk will simply not talk... and the funny thing is that I know that parts of the trigger are working because the first part of the trigger is someone talking and that works but when I try to make someone else talk, then it doesn't want to do anything but sit there. I will give a trigger display but this is getting to me now...

Trigger
Players

  • Player 1 (The one who is seeing the talking)
  • Conditions

  • Player 1 brings at least '1' 'men' to location 'Talk Here' (This works)
  • Actions

  • Display text message for current player 'yada yada yada' (This works)
  • Show talking portrait of 'Marine' for 4500 milliseconds (This works)
  • Wait '5000' milliseconds (I don't know about this one)
  • Display text message for current player 'blah blah blah' (This doesn't work)
  • Show talking portrait of 'Ghost' for 4500 milliseconds (This doesn't work)


  • I don't know what it is but I have been using that same exact trigger design for my entire map and all of the sudden it doesn't want to do anything.. I don't get this one.... I tried 'resetting' my hyper triggers like some say to do but that isn't getting me anywhere either. I'm stuck on this one guys... lol



    None.

    Oct 9 2007, 6:41 pm NudeRaider Post #2

    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

    Is player 1 executing another wait? Or may another trigger with talking portrait interfere (=wait blocks)




    Oct 9 2007, 6:44 pm who Post #3



    if you're using standard hypers, it's probably a wait block... so it would probably display your text and the portrait after five minutes.
    Either make the wait shorter to compensate for your hypers or use death count waits. You can also use death count hypers, which will let you keep the wait the same.



    None.

    Oct 9 2007, 7:37 pm Joshgt2 Post #4



    Quote from NukeRaider
    Is player 1 executing another wait? Or may another trigger with talking portrait interfere (=wait blocks)
    I just checked all of my triggers and this is the only trigger that should be going on in the entire map at this time. I don't even have a preserve action in my map let alone my hypers...

    Quote from someone09
    if you're using standard hypers, it's probably a wait block... so it would probably display your text and the portrait after five minutes.
    Either make the wait shorter to compensate for your hypers or use death count waits. You can also use death count hypers, which will let you keep the wait the same.
    I have never herd of those... Are they supposed to do the same thing as regular hypers but help keep the wait blocks away? If you have a tutorial for this would you mind posting?



    None.

    Oct 9 2007, 8:08 pm Esponeo Post #5



    Quote
    I have never herd of those... Are they supposed to do the same thing as regular hypers but help keep the wait blocks away? If you have a tutorial for this would you mind posting?
    If you use hyper triggers in your map, you cannot use Waits anywhere else as they will not work.

    In order to achieve the same affect as a Wait, you can use Death Counters. A death counter is the death score of any unit, which can by modified and checked using the 'Set Deaths' action and 'Deaths' condition. It is essentially an integer variable. If you have a trigger that says:

    Always();
    ---
    Set Deaths(Terran Marine, add, 1);
    Preserve Trigger();

    This trigger will run every 1/12th of a second if you have hyper triggers. So after one second, the value of the Terran Marine death counter will have reached a value of 12.

    You can use death counters like this to keep track of how much time has passed since an event has occurred. I leave it up to you to figure out how best to utilize this feature of the editor. I will give you an example however. Let us say you have one trigger which causes some unit to talk when a player goes near it. And five seconds later, you want someone else to talk. To do this, you start counting up with a death counter when the first trigger runs. When it reaches 60 (12*5) you know that five seconds have passed.

    If you are smart you can re-use the same counter for numerous things, and only keep it running exactly what it needs to. You can have them loop or do all sorts of things.



    None.

    Oct 9 2007, 8:41 pm Joshgt2 Post #6



    Ok... I understand that part, but now what if I wanted to take out my hypers and put in these so called 'Death Hypers' that you guys said about that would allow me to use waits in my maps again? For now though, I am going to do this to fix this problem, thanks Esponeo!



    None.

    Oct 9 2007, 9:04 pm Moose Post #7

    We live in a society.

    Use proper waits.

    If you're using the method containing a bunch of Wait 0 actions copied numerous times, go into SCMDraft 2 and place them at the BOTTOM of the trigger list in the text editor so they are definitely run last.

    Or, use a better method of hypers (assuming you have two computer/neutrals to spare), using the method I've described in detail here.

    Either of these options SHOULD have the other waits in your map functioning normally.




    Oct 10 2007, 1:42 pm Joshgt2 Post #8



    O yay!!! It worked Moose, this solves all of my wait block probems! Thanks for the help guys



    None.

    Oct 11 2007, 12:52 am Jello-Jigglers Post #9



    Quote
    If you use hyper triggers in your map, you cannot use Waits anywhere else as they will not work.
    How sure are you because all my maps work and I have both hyper triggers and regular waits...



    None.

    Oct 11 2007, 2:11 am Joshgt2 Post #10



    Quote from Jello-Jigglers
    How sure are you because all my maps work and I have both hyper triggers and regular waits...
    Maybe it is the luck of the draw because on some of my maps I have this problem but on other ones that I make I don't... But this seems to fix those problems I have been getting so far so I'm using it



    None.

    Oct 11 2007, 2:33 am Moose Post #11

    We live in a society.

    Esponeo was not using proper waits, and was lying to you. I yelled at him sufficently through other means. :P




    Oct 12 2007, 1:30 am Jello-Jigglers Post #12



    Quote from Mini Moose 2707
    Esponeo was not using proper waits, and was lying to you. I yelled at him sufficently through other means. :P
    Haha thanks moose. So when is it bad to use waits and hypertriggers? or is it always fine?



    None.

    Oct 12 2007, 2:30 am Moose Post #13

    We live in a society.

    The only problem that can happen is if EVERYONE is firing a wait besides the hyper at the same time. So long as one player is firing off hypers, he will keep them going for everyone in the game.




    Oct 12 2007, 3:45 am Esponeo Post #14



    Quote
    Esponeo was not using proper waits, and was lying to you. I yelled at him sufficently through other means.
    He told me I was wrong and then tried to explain it but failed to communicate properly. Having never formally investigated the issue I chose to do so and discovered a great deal. It seems that CERTAIN PERSONS had been lying to me for quite some time about waits and hyper triggers. Primarily, there is a great deal of confusion about the question "Are hyper triggers player specific?" The Hypering effect is not player specific, however wait blocks are player specific. This is contrary to my original statements, which claimed that wait blocks were not player specific and would affect everyone. Apparently this is untrue.

    Quote
    Haha thanks moose. So when is it bad to use waits and hypertriggers? or is it always fine?
    The bad time is when you are trying to do exactly what you are attempting. Precisely timed action sequences or dialogue lend themselves to using death counters to step through them. Otherwise latency and other game speed issues may drastically alter the outcome.



    None.

    Oct 12 2007, 3:56 am Roy Post #15

    An artist's depiction of an Extended Unit Death

    Quote from Joshgt
    Quote from Jello-Jigglers
    How sure are you because all my maps work and I have both hyper triggers and regular waits...
    Maybe it is the luck of the draw because on some of my maps I have this problem but on other ones that I make I don't... But this seems to fix those problems I have been getting so far so I'm using it
    "Luck of the draw" no. If you set up hyper triggers correctly, they will work correctly. Always make sure that hyper triggers are below any trigger with a wait. Or, to make it easier, just put it at the very bottom of one player's triggers.

    You only need hyper triggers for one player (I generally put it for a computer player 7 or 8) to have all triggers run at proper speed.

    Wait blocks... I hate this subject- not because I don't understand them, but because explaining it is... difficult. Basically, wait blocks only occur when one player has two or more triggers running with a wait in them. However, for example, if player 1 has a trigger with waits running and player 2 has a trigger with waits running, they will not block each other. In other words, wait blocks are player-specific. Man I wish I had a better word to use than "specific..."

    So... Don't give up if your hyper triggers are messing up your game and assume it's the "luck of the draw." Whatever the problem, it can always be fixed. (Except for this one map I encountered that was just messed up; but that's a different story)

    Eh, sorry for commenting on a resolved topic, I just wanted to clarify the luck issue...




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