Death Counts
This topic is locked. You can no longer write replies here.
Jul 29 2010, 5:57 am
By: Radioactive  

Jul 29 2010, 5:57 am Radioactive Post #1



I have a problem with my map. I have crated a Mini Game where player 1 can turn it on/off.

The triggers shown below are also for players 3 - 5. When I turn off the Mini Game, it only turns it off for 1 player when it should turn off for all.



Post has been edited 1 time(s), last time on Jul 29 2010, 4:22 pm by Radioactive.



None.

Jul 29 2010, 4:01 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Yeah, you're moving the unit away, which causes the bring condition to only be true once.

If you want to turn on the minigame for everyone, then have Player 1 deaths of cantina be the switch. When you bring a unit to the location, turn it on. When you bring the unit off the beacon, turn it off. If player 1 deaths of cantina is 1, then the minigame can be activated by all players. You can also have this toggle. Make sure you only use one death count to turn on off (ie not player 2 deaths of cantina).

If you want to turn it off individually per player, but still have player 1 control it, you need to figure out a way to differentiate. I doubt you want to do this though.



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

Jul 29 2010, 4:01 pm ImagoDeo Post #3



Quote from Radioactive
I have a problem with my map. I have crated a Mini Game where player 1 can turn it on/off.

The triggers shown below are also for players 3 - 5. When I turn off the Mini Game, it only turns it off for 1 player when it should turn off for all.

If you are a ranked member, I am willing to PM you the map.


The first trigger - running for Player 1 - will disable all the rest of the triggers because it moves the Human off the beacon or whatever. If the Human is moved in the first trigger, it won't be there to trigger the remaining triggers.

Post has been edited 1 time(s), last time on Jul 29 2010, 7:53 pm by ImagoDeo. Reason: removed elitist tone - sorry



None.

Jul 29 2010, 4:33 pm Cinolt Post #4



Not sure what you guys are talking about, the bring condition runs only once but that should be enough. From what he gave us we can only assume that Cantina=0 means it's On, and Cantina=2 means it's Off. When Player 1 brings the human to 'M On', then Player 2's deaths of Cantina=0, so it'd be On, and the same for the other way around.

To me it looks like either another unlisted trigger is affecting it, or you've improperly concluded the On/Off states.



None.

Jul 29 2010, 4:42 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Not sure how you don't assume he's got:
P1 brings exactly 1 human to m on:
p3 has suffered exactly 2 deaths of cantina
set p3 deaths of cantina to 0
move all human owned by player 1 to minigame
which of course will never fire, because player 1 can never bring 1 human to m on if he's in minigame.



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

Jul 29 2010, 4:49 pm Cinolt Post #6



Quote from rockz
which of course will never fire, because player 1 can never bring 1 human to m on if he's in minigame.

Sure it will, player 1 can bring 1 human to M On if it's ordered there. Yes, it'd be moved afterwards, ensuring that the trigger would only run once, but P2's deaths of Cantina was still set to 0, so the minigame is On.



None.

Jul 29 2010, 6:20 pm Azrael Post #7



Apparently a couple people in this thread don't understand how the triggers are supposed to work.

As presented, they will work fine, so something's been left out. If you PM me the map, I will tell you what the issue is.

Quote from ImagoDeo
Obviously, the first trigger - running for Player 1 - will disable all the rest of the triggers because it moves the Human off the beacon or whatever. I can't believe you didn't think of this before. I mean, seriously - if the Human is moved in the first trigger, is it going to be there to trigger the remaining triggers?
Unnecessary tone bolded for emphasis. This is the UMS Mapmaking Assistance forum, it exists for threads like these. If you don't want to read what you perceive to be stupid questions, then this is not a forum you should be viewing. Ever. If you want to be an elitist embarrassing inexperienced mapmakers, there's plenty of other forums to post in. You're not assisting anyone by talking down to or belittling them like this.




Jul 29 2010, 7:14 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from name:yoonkwun
Sure it will, player 1 can bring 1 human to M On if it's ordered there. Yes, it'd be moved afterwards, ensuring that the trigger would only run once, but P2's deaths of Cantina was still set to 0, so the minigame is On.
did you even read my triggers? p3's deaths of cantina will never change. I never said a thing about p2's deaths of cantina.



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

Jul 29 2010, 7:39 pm Cinolt Post #9



I did, I assumed P3 was a typo, considering how Player 3 isn't mentioned anywhere in the triggers he posted. Why bring up a trigger that has nothing to do with his problem?

Of course Player 3's Cantinas will never change. What does that have to do with anything?

Player 2's Cantina is like a "global DC", that is, a DC that isn't player-specific, such as a Minigame State. That said, I don't know how it could be On for one player and Off for the rest at the same time, it's most likely another trigger effecting something.

Edit: Unless I'm making a huge misunderstanding that those triggers are OWNED by players 1-5, rather than there being 5 duplicates of those triggers, each respective to its owner. In the latter case, Current Player would have done just fine, which is why I might have miscomprehended.

Post has been edited 3 time(s), last time on Jul 29 2010, 7:51 pm by yoonkwun.



None.

Jul 29 2010, 7:50 pm rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Radioactive
The triggers shown below are also for players 3 - 5.
If he is using that trigger, it has EVERYTHING to do with the problem.



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

Jul 29 2010, 8:02 pm Cinolt Post #11



In any case, a clarification of this point is needed:

Quote from name:yoonkwun
Edit: Unless I'm making a huge misunderstanding that those triggers are OWNED by players 1-5, rather than there being 5 duplicates of those triggers, each respective to its owner. In the latter case, Current Player would have done just fine, which is why I might have miscomprehended.

If the former is true then I'm correct, the latter then rockz. I'm now leaning more towards his, giving p2 a global state DC seems odd.



None.

Jul 29 2010, 8:56 pm Azrael Post #12



I assume that the P2 death count is being used globally, since the action of P1 turning the mini-game on/off is supposed to be a global action. He said the triggers were for P3-5 also, he didn't say he changed every instance of "Player 2" to "Player 3" in the duplicates. As was mentioned, if that was the case, using "Current Player" would have been much more appropriate.

If each player is using their own death count instead of a global one, then that is the issue. Two easy ways to fix this:

1) When P1 brings a unit to 'M On' or 'M Off', have it change the death counts for Force 2 instead of each player.

or

2) Have it change the death counts for Player 1 instead, and base all the triggers off Player 1's current death count.

If that is the case, then either one will fix the problem. The issue isn't that the unit's being moved, it's that the unit moving is a global action and you're both changing and checking death counts player-specifically based on it. It should be an easy fix for you, tweaking one trigger action will solve it.

Edit: If you're still having trouble with it at this point, as I said, PM me and I'll tell you what's wrong. In the future, note that it is helpful to give as much information as possible. In this case, showing an example of both P2's and P3's triggers would have resulted in the problem being solved faster, since there's no way to know which variables are different between P2's and P3's triggers.

Post has been edited 2 time(s), last time on Jul 29 2010, 9:09 pm by Azrael.Wrath.




Jul 30 2010, 2:50 pm Radioactive Post #13



I solved the problem after post 3. Even if I bring a unit to a location, they meet the same conditions before a trigger moves it away. Are you saying that I can't run multiple triggers at the same time?



None.

Jul 30 2010, 2:57 pm Moose Post #14

We live in a society.

Triggers are run sequentially, from top to bottom, one at a time, each cycle.
You can run triggers "at the same time" insofar as they are all checked and executed in the same trigger loop, but triggers can not run simultaneously in a sense that would violate the sequential order. All the effects of executed triggers in one trigger loop will appear to have occurred to us at the same time, but the triggers were still run one at a time from top to bottom.




Jul 30 2010, 2:59 pm NudeRaider Post #15

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

It's always the same with computers, everything is processed one thing at a time (ignoring multi cores). The same is for StarCraft triggers.
First all of P1's triggers are checked, then all of P2's and so on. This leads to the confusing fact that if you mark more than one player in the trigger overview in ScmDraft that the triggers are not ordered in the way they are checked.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:47 am]
NudeRaider -- lil-Inferno
lil-Inferno shouted: nah
strong
[05:41 am]
Ultraviolet -- 🤔 so inf is in you?
[04:57 am]
O)FaRTy1billion[MM] -- my name is mud
[04:35 am]
Ultraviolet -- mud, meet my friend, the stick
[10:07 pm]
lil-Inferno -- nah
[08:36 pm]
Ultraviolet -- Inf, we've got a job for you. ASUS has been very naughty and we need our lil guy to go do their mom's to teach them if they fuck around, they gon' find out
[2024-5-16. : 5:25 pm]
NudeRaider -- there he is, right on time! Go UV! :D
[2024-5-16. : 5:24 pm]
lil-Inferno -- poopoo
[2024-5-16. : 5:14 pm]
UndeadStar -- I wonder if that's what happened to me. A returned product (screen) was "officially lost" for a while before being found and refunded. Maybe it would have remained "lost" if I didn't communicate?
[2024-5-16. : 3:36 pm]
NudeRaider -- :lol:
Please log in to shout.


Members Online: 6lydiae9422fo7, Roy, 4giannae122yL2, 7taylore62100gN2