Hi, I've decided to make a meager RPG (like x-men) but with a revamped spell system and the like, just for the fun of it. Like Temple Siege, your hero gains invincibility while near the the base, and loses it when he steps away. The archon, however, retains the invincibility longer when he steps out of the location, and it takes him longer to gain it when he goes near the base. I've not a clue what could be causing this. Here's the map I'm uploading. Choose the archon after the game starts.
EDIT: I just finished testing for a couple more units, and it seems even worse with the dark templar. It just feels like the system is extremely lagged with the invincibility thing..
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You don't have hyper triggers. That may be what's causing your problem.
Win by luck, lose by skill.
Hyper triggers are there under player 6 (they're commented as "hyper") at the top of the list.
EDIT: I discovered it's actually just a graphical glitch that the invincibility doesn't wear off/enable. You just have to reselect the unit and you'll see that it has changed. But I want it to be a little more professional than that. In Temple Siege, there is no glitch like this...
Post has been edited 1 time(s), last time on Jan 3 2010, 5:56 am by Kimaru.
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In temple siege, the life number changes immediately after coming out of the safe zone, at least for me
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Are you choosing the archon and using a location hack? For me it's way off, like in your map.
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I found out that it's this way for every unit, not just the archon. I don't use any hacks either
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Changing the unit's HP will update the display.
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I'm more willing to believe the error is in the triggers somewhere, rather than the locations.
It might have something to do with you constantly disabling invincibility twice in the same trigger loop. Changing the order of the exact same conditions does not make the trigger different. I think that will help both problems, but in which trigger does the death count of Alan's turret go up to 12? Nevermind, found it. Still, I think that having a death count or switch for invincibility/uninvincibility would be best.
As a side-note: More than likely, you won't be able to have multiplayer support on this. You have an EUD condition with an action that effects more than one player:Trigger("Force 1"){
Conditions:
Memory(13, At least, 1);
Actions:
Set Deaths("Current Player", "Terran Marine", Set To, 0);
Create Unit("Current Player", "Terran Science Vessel", 1, "hero selection");
Preserve Trigger();
}
//-----------------------------------------------------------------//
I don't know what this is accessing, but the fact that it is both changing a death count and creating a unit, means that if it only runs for one player, that player will be dropped.
I don't know what this is accessing, but the fact that it is both changing a death count and creating a unit, means that if it only runs for one player, that player will be dropped.
Elaborate...? That's new to me.
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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 means if the EUD is true for 1 player, but untrue for another the unit will be created in the first player's sc but not in the 2nd player's sc, thus resulting in different memories which drops the player whose memory is different from those of the other players. Or if more than 1 player have different memories it will drop the minority.
It's because he's using a memory condition? I don't think he meant to do that though, he probably wanted to use a regular death count and it turned into the memory condition because of SCMDraft2.
oh man. This could seriously fuck somebody up with no knowledge of staredit.net
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Memory(13, At least, 1); is just Deaths(Current Player, At least, 1, Terran Marine);
It's not an EUD.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"