Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Problem with a crystal powerup moving
Problem with a crystal powerup moving
Nov 29 2009, 5:26 am
By: PearS  

Nov 29 2009, 5:26 am PearS Post #1



Perhaps a fresh set of eyes will help.

I have two tiles where i want the crystals to move on the map. They are side by side and i figured...maybe there isnt enough room for one to move to the top locations and the other to move to the bottom location. so i moed the squares.

it stared looking like this
|_1_|
|_2_|

and i changed it to square tiles like this

|_1_|
|_2_|

still nothing. here are the few trigs from these locations.


//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
Bring("Current Player", "Jim Raynor (Marine)", "P1-6 Munitions", At least, 1);
Bring("Current Player", "Any unit", "Torres 1", At least, 1);
Bring("Current Player", "Any unit", "(Sgt Weapon 1-1)", Exactly, 0);

Actions:
Move Unit("Current Player", "Jim Raynor (Marine)", 1, "P1-6 Munitions", "(Sgt Weapon 1-1)");
Preserve Trigger();
Comment("");
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
Bring("Current Player", "Khalis Crystal", "P1-6 Munitions", At least, 1);
Bring("Current Player", "Any unit", "Torres 1", At least, 1);
Bring("Current Player", "Any unit", "(Sgt Weapon 1-1)", Exactly, 0);

Actions:
Move Unit("Current Player", "Khalis Crystal", 1, "P1-6 Munitions", "(Sgt Weapon 1-1)");
Set Deaths("Current Player", "Zerg Extractor", Set To, 1);
Preserve Trigger();
Comment("");
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
Bring("Current Player", "Jim Raynor (Marine)", "P1-6 Munitions", At least, 1);
Bring("Current Player", "Any unit", "Torres 1", At least, 1);
Bring("Current Player", "Any unit", "(Sgt Weapon 1-1)", At least, 1);
Bring("Current Player", "Any unit", "(Sgt Weapon 1-2)", Exactly, 0);

Actions:
Move Unit("Current Player", "Jim Raynor (Marine)", 1, "P1-6 Munitions", "(Sgt Weapon 1-2)");
Preserve Trigger();
Comment("");
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
Bring("Current Player", "Khalis Crystal", "P1-6 Munitions", At least, 1);
Bring("Current Player", "Any unit", "Torres 1", At least, 1);
Bring("Current Player", "Any unit", "(Sgt Weapon 1-1)", At least, 1);
Bring("Current Player", "Any unit", "(Sgt Weapon 1-2)", Exactly, 0);

Actions:
Move Unit("Current Player", "Khalis Crystal", 1, "P1-6 Munitions", "(Sgt Weapon 1-2)");
Set Deaths("Current Player", "Zerg Greater Spire", Set To, 1);
Preserve Trigger();
Comment("");
}

The crystal is spawned in another location (P1-6 muntions) by another trigger.

i kow the spacing is fine because if i have two marines spawn they line up perfectly. one marine and then one crystal is fine. one crystal and then one marine...boned. two crystals...boned.

its like theres a problem recogninzing the first crystal is there. is there some odd thing that happens with them.

Post has been edited 1 time(s), last time on Nov 29 2009, 5:38 am by PearS.



None.

Nov 29 2009, 5:54 am Neki Post #2



I'm not sure what you're asking. The two pictures you gave us look exactly the same to me. Can you elaborate? So you want to spawn two crystals beside each other and it isn't working?



None.

Nov 29 2009, 6:03 am PearS Post #3



Alright. so in my map you command a mech. and i've made the mechs out of square terrain. There are squares on the map where you can install weapons. One specific mech has two 'weapon slots' on the same arm one on top of the other by side (so 2x1).

You purchase weapons at the bottom of the map. When you do the unit is moved to a central location for all players. Then from there, depending on what mech you have and waht slot is available the weapon is moved. The two weapons you can purchse ATM are machine guns and lasers.

so for example.

you have this mech with two weapon slots on his left arm, one on top each other. You want two machine guns. so you buy one....it creates a marine at the central location....the trigger reads that

A. you ahve this mech
and
B. Weapon slot 1 on the mech is empty because there is no unit there.

so the marine is moved to slot A.

now you want a laser. so you buy it and a crystal is created at the central location. now the trigger reads

A. you have this mech
and
B.slot one is full because a unit is there
C. slot 2 is empty because no unit is there.

so it SHOULD move the crystal to slot 2...but it doesnt.

if you purchase two marines it works fine.

if you purchase a laser and then a marine it works fine.

BUT

if you purchase a laser ....the next purchase (marine or laser) does not move from the central location.

ive made the location 1/4 of a normal square size to make sure it wasn't poking in...no go
i removed the entire stipulatin that there is no unit in slot 2 (because REALLY it isnt required because it wont let you buy more weaopns becuase it knows how many slots you have in the first place) but still no go.

i've even gone so far as to move the locations far across from each other on the map but they still wont move....so that means something in the trigger is off but i just cant see it.



None.

Nov 29 2009, 6:51 am Project100 Post #4



Whats the deaths of the extractor for?



None.

Nov 29 2009, 9:06 am Neki Post #5



If you could include the map, it would be much easier to test. I can't see anything right now that looks blatantly wrong, but I usually use classic trigger editor so. We'll wait for someone else to help. Make sure you've included ample room for the crystals to move, test out your triggers in a large open area. Also make sure that the player actually owns the crystal when you spawn it.

Edit: Powerups do not fall under the "Any unit" category, YAY. I think.


Post has been edited 3 time(s), last time on Nov 29 2009, 9:28 am by Ultimo.



None.

Nov 29 2009, 4:54 pm PearS Post #6



ok man i'm gonna test this out. if you are right you are a god among men. i tested lots of stuff like moving locations, making them bigger, etc...but i didnt test that because common sense says it is correct. brb ima go test it.

oh and btw for tht guy up there. the extractor death is used to toggle what weapon is in the weapon slot so the right thing is created when the weapon is actually fired. yep.

Edit: fixed it! i can't believe i wasted an hour and gave up early on the map last night for such a stupid thing. why is this even like this starcraft! why?!

Post has been edited 2 time(s), last time on Nov 29 2009, 5:02 pm by PearS.



None.

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