Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: It Spawns Wrong Number of Units
It Spawns Wrong Number of Units
Aug 17 2010, 5:27 am
By: ramin  

Aug 17 2010, 5:27 am ramin Post #1



for conditions i have switch 145 is set. countdown time is exactly 127 seconds.
the actions are. create 1 ultralisk at location 106 for player 1. and preserve trigger.
it sends in like 30 ultralisks!
PLZ HELP



None.

Aug 17 2010, 5:42 am Deev Post #2



Try adding:

Action: Turn "Trigger on/off"

Whatever is calling out the trigger might be repeating, if you don't put a stop to it, it will keep sending in one unit.

EDIT:
I just noticed this was in SC1. I just followed the link in shout-out. I'm not sure if there is a similiar option in Starcraft 1 editor, but the concept is the same. You might be recalling the trigger non stop.



None.

Aug 17 2010, 5:47 am ramin Post #3



nope not in there :(

EDIT:
:flamer: it also spawns the 30 all at once

Post has been edited 1 time(s), last time on Aug 17 2010, 3:50 pm by NudeRaider. Reason: merged posts



None.

Aug 17 2010, 6:59 am Vrael Post #4



First off, this belongs in Mapmaking Assistance, not Mapmaking Tools, just so you know.

Secondly: http://www.staredit.net/starcraft/Triggers#Common_trigger-related_bugs
should answer your question.


Edit: Actually the above link probably won't answer your question.

What probably is happening, is if you use hyper triggers, the trigger will fire multiple times during the time of 127 game seconds. With Hyper Triggers, triggers fire approximately 12 times per second, so at 127.99 seconds, it spawns 1 ultra, then at 127.91 it spawns 1 ultra, then at 127.82 it spawns 1 ultra, and so on and so on down to 127.00 seconds. The other thing that could be happening, is if the trigger is owned by a Force or multiple players, it will fire for each player, spawning 1*12*(#of players who have the trigger) ultralisks.



None.

Aug 17 2010, 4:27 pm Dem0n Post #5

ᕕ( ᐛ )ᕗ

Try clearing the switch after you spawn the ultralisk.




Aug 17 2010, 4:58 pm ramin Post #6



Quote from Vrael
First off, this belongs in Mapmaking Assistance, not Mapmaking Tools, just so you know.

Secondly: http://www.staredit.net/starcraft/Triggers#Common_trigger-related_bugs
should answer your question.


Edit: Actually the above link probably won't answer your question.

What probably is happening, is if you use hyper triggers, the trigger will fire multiple times during the time of 127 game seconds. With Hyper Triggers, triggers fire approximately 12 times per second, so at 127.99 seconds, it spawns 1 ultra, then at 127.91 it spawns 1 ultra, then at 127.82 it spawns 1 ultra, and so on and so on down to 127.00 seconds. The other thing that could be happening, is if the trigger is owned by a Force or multiple players, it will fire for each player, spawning 1*12*(#of players who have the trigger) ultralisks.
well i want it to spawn 1 ultra every time it hits that 127, so what do you recommend me to do?? i have SCMDRAFT2



None.

Aug 17 2010, 5:09 pm Aristocrat Post #7



Just subtract 1 second from the countdown timer when the trigger fires. I don't think people would notice one second skipping.

Alternatively, use a switch you haven't used yet. When it hits 128 seconds, set the switch. At 127 seconds put "Switch____ is set" as a condition, and clear the switch you used in the trigger you use to spawn the ultralisk.



None.

Aug 17 2010, 5:11 pm ramin Post #8



Quote from Aristocrat
Just subtract 1 second from the countdown timer when the trigger fires. I don't think people would notice one second skipping.
how will that help.....



None.

Aug 17 2010, 5:13 pm Aristocrat Post #9



Quote from ramin
Quote from Aristocrat
Just subtract 1 second from the countdown timer when the trigger fires. I don't think people would notice one second skipping.
how will that help.....

If the trigger only fires when it's 127 seconds, then if you subtract one second from the countdown, the countdown becomes 126 seconds, and the trigger stops firing until the countdown is 127 seconds again.



None.

Aug 17 2010, 5:14 pm FoxWolf1 Post #10



If you don't want the timer to skip noticeably, you could just add a condition that some switch is set or some death counter is 1. Then in your actions, have your trigger set the switch or death counter. After that, create another trigger that fires at 126 seconds when the switch/DC is set, and clears it.



None.

Aug 17 2010, 5:17 pm Aristocrat Post #11



Quote from Devourer
Aristo, I doubt that this is right, there is an action called like "re-check conditions" and only this will stop the trigger. Normally, when a trigger's event and conditions are met, ALL actions are executed, no matter for how long the conditions are met.

Starcraft. 1. Shoo.

Quote from FoxWolf1
If you don't want the timer to skip noticeably, you could just add a condition that some switch is set or some death counter is 1. Then in your actions, have your trigger set the switch or death counter. After that, create another trigger that fires at 126 seconds when the switch/DC is set, and clears it.

This is what FoxWolf is talking about:

(If you already used Mining Platform as a death count, replace it with another DC that you haven't used yet. )

Trigger
Players
  • Player 1
  • Conditions
  • Switch 145 is set.
  • Countdown timer is exactly 128 seconds
  • Actions
  • Preserve Trigger.
  • Set deaths of Mining Platform to 1 for Player 1.


  • Trigger
    Players
  • Player 1
  • Conditions
  • Switch 145 is set.
  • Countdown timer is exactly 127 seconds
  • Player 1 has suffered exactly 1 deaths of Mining Platform
  • Actions
  • Preserve Trigger.
  • Create 1 ultralisk at location 106 for Player 1.
  • Set deaths of Mining Platform to 0 for Player 1.




  • None.

    Aug 17 2010, 5:24 pm ramin Post #12



    Quote from Aristocrat
    Quote from Devourer
    Aristo, I doubt that this is right, there is an action called like "re-check conditions" and only this will stop the trigger. Normally, when a trigger's event and conditions are met, ALL actions are executed, no matter for how long the conditions are met.

    Starcraft. 1. Shoo.

    Quote from FoxWolf1
    If you don't want the timer to skip noticeably, you could just add a condition that some switch is set or some death counter is 1. Then in your actions, have your trigger set the switch or death counter. After that, create another trigger that fires at 126 seconds when the switch/DC is set, and clears it.

    This is what FoxWolf is talking about:

    (If you already used Mining Platform as a death count, replace it with another DC that you haven't used yet. )

    Trigger
    Players
  • Player 1
  • Conditions
  • Switch 145 is set.
  • Countdown timer is exactly 128 seconds
  • Actions
  • Preserve Trigger.
  • Set deaths of Mining Platform to 1 for Player 1.


  • Trigger
    Players
  • Player 1
  • Conditions
  • Switch 145 is set.
  • Countdown timer is exactly 127 seconds
  • Player 1 has suffered exactly 1 deaths of Mining Platform
  • Actions
  • Preserve Trigger.
  • Create 1 ultralisk at location 106 for Player 1.
  • Set deaths of Mining Platform to 0 for Player 1.
  • oh gawd im so confused right now, what does a minning platform have to do with spawning at 127 :/



    None.

    Aug 17 2010, 5:26 pm Aristocrat Post #13



    Quote from ramin
    Quote from Aristocrat
    Quote from Devourer
    Aristo, I doubt that this is right, there is an action called like "re-check conditions" and only this will stop the trigger. Normally, when a trigger's event and conditions are met, ALL actions are executed, no matter for how long the conditions are met.

    Starcraft. 1. Shoo.

    Quote from FoxWolf1
    If you don't want the timer to skip noticeably, you could just add a condition that some switch is set or some death counter is 1. Then in your actions, have your trigger set the switch or death counter. After that, create another trigger that fires at 126 seconds when the switch/DC is set, and clears it.

    This is what FoxWolf is talking about:

    (If you already used Mining Platform as a death count, replace it with another DC that you haven't used yet. )

    Trigger
    Players
  • Player 1
  • Conditions
  • Switch 145 is set.
  • Countdown timer is exactly 128 seconds
  • Actions
  • Preserve Trigger.
  • Set deaths of Mining Platform to 1 for Player 1.


  • Trigger
    Players
  • Player 1
  • Conditions
  • Switch 145 is set.
  • Countdown timer is exactly 127 seconds
  • Player 1 has suffered exactly 1 deaths of Mining Platform
  • Actions
  • Preserve Trigger.
  • Create 1 ultralisk at location 106 for Player 1.
  • Set deaths of Mining Platform to 0 for Player 1.
  • oh gawd im so confused right now, what does a minning platform have to do with spawning at 127 :/

    It's a death count, or what you would call a "variable". We use it to store numbers, or use it in the same way as a switch.

    http://www.staredit.net/starcraft/Death_counters



    None.

    Aug 17 2010, 5:28 pm ramin Post #14



    Quote from Aristocrat
    Quote from ramin
    Quote from Aristocrat
    Quote from Devourer
    Aristo, I doubt that this is right, there is an action called like "re-check conditions" and only this will stop the trigger. Normally, when a trigger's event and conditions are met, ALL actions are executed, no matter for how long the conditions are met.

    Starcraft. 1. Shoo.

    Quote from FoxWolf1
    If you don't want the timer to skip noticeably, you could just add a condition that some switch is set or some death counter is 1. Then in your actions, have your trigger set the switch or death counter. After that, create another trigger that fires at 126 seconds when the switch/DC is set, and clears it.

    This is what FoxWolf is talking about:

    (If you already used Mining Platform as a death count, replace it with another DC that you haven't used yet. )

    Trigger
    Players
  • Player 1
  • Conditions
  • Switch 145 is set.
  • Countdown timer is exactly 128 seconds
  • Actions
  • Preserve Trigger.
  • Set deaths of Mining Platform to 1 for Player 1.


  • Trigger
    Players
  • Player 1
  • Conditions
  • Switch 145 is set.
  • Countdown timer is exactly 127 seconds
  • Player 1 has suffered exactly 1 deaths of Mining Platform
  • Actions
  • Preserve Trigger.
  • Create 1 ultralisk at location 106 for Player 1.
  • Set deaths of Mining Platform to 0 for Player 1.
  • oh gawd im so confused right now, what does a minning platform have to do with spawning at 127 :/

    It's a death count, or what you would call a "variable". We use it to store numbers, or use it in the same way as a switch.

    http://www.staredit.net/starcraft/Death_counters
    Alright so i replace that with my old one?



    None.

    Aug 17 2010, 5:52 pm ramin Post #15



    OHH NOW I GET! but do i have to put a minning platform sumwere? cuz it says max sprites......



    None.

    Aug 17 2010, 5:59 pm Dem0n Post #16

    ᕕ( ᐛ )ᕗ

    No, you don't need to place that unit on the map. The triggers just create a death of it through actions, and then its death is used as a condition to fire the next trigger.




    Aug 17 2010, 6:22 pm ramin Post #17



    Quote from name:Dem0nS1ayer
    No, you don't need to place that unit on the map. The triggers just create a death of it through actions, and then its death is used as a condition to fire the next trigger.
    yea uh. this time it spawns nothing.. :ermm:



    None.

    Aug 17 2010, 6:25 pm NudeRaider Post #18

    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

    you only use the death counter. It's virtual. The point is that it can't exist in your map, so the death counts can't be changed except by triggers.




    Aug 17 2010, 7:16 pm Aristocrat Post #19



    Quote from ramin
    Quote from name:Dem0nS1ayer
    No, you don't need to place that unit on the map. The triggers just create a death of it through actions, and then its death is used as a condition to fire the next trigger.
    yea uh. this time it spawns nothing.. :ermm:

    Post your map? If you did it exactly as I described then it should spawn correctly.



    None.

    Aug 17 2010, 7:24 pm CecilSunkure Post #20



    Did you read the death counter link he gave you? The counts of deaths are only used to store data. You can use trigger actions to add deaths into certain counts, as well as subtract. It's all virtual.



    None.

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