Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Simple spawning system not working
Simple spawning system not working
Dec 13 2007, 4:12 am
By: Impeached  

Dec 13 2007, 4:12 am Impeached Post #1



The spawn triggers are all structured something like this:

C: Countdown timer is at least x
C: Countdown timer is at most x
A: Create units at location
A: Wait 30000
A: Preserve Trigger
Then there's another set with condition as "X unit is in area".

These just don't fire. Map attached below, you can find the triggers in the player 6 and player 8 parts.

Attachments:
Galaxy at War.scx
Hits: 3 Size: 61.42kb

Post has been edited 2 time(s), last time on Dec 13 2007, 6:40 am by Impeached.



None.

Dec 13 2007, 4:20 am Zero Ame Post #2



your problem is you have to long of a wait period, i think. try cutting it down to something like 10,000 instead



None.

Dec 13 2007, 5:07 am Impeached Post #3



OK, I'll try something with three 10-second waits split into three triggers.

EDIT: Still doesn't work. =/
I changed the system to something like this:
C: Countdown timer > X
C: Countdown timer < X
C: Player has suffered exactly 0 deaths of Aldaris
A: Create create create create create
A: Set Deaths for current player of Aldaris to 360
A: Preserve Trigger

C: Player has at least one death of Aldaris
A: Subtract one death of Aldaris
A: Preserve Trigger


I have hyper triggers, as well. So 12 deaths = 1 second.

Post has been edited 7 time(s), last time on Dec 13 2007, 7:02 am by Impeached.



None.

Dec 13 2007, 11:33 am NudeRaider Post #4

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

Long waits alone don't cause problems. They just make it more likely that the same player is running another wait the same time which leads to a wait block. This includes Hypertriggers.

Make sure the player doesn't execute another trigger with waits.




Dec 13 2007, 12:27 pm NudeRaider Post #5

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

Lol I just checked the map and you are getting wait blocks like crazy.
Player 6 and 8 (which are the spawners) have MANY triggers with condition always/action wait + preserve. This is a combination which literally MAKES SURE you get wait blocks.

For the order triggers use a burning building. Like this:

P6, P8
Conditions:

P8 brings at most 0 supply depots to "order"
Actions:
Create 1 terran supply depot for P8 at "order" with 5%hp
Order all units at right1 to right2
Order all units at left1 to left2
Order all units at middle1 to middle2
Order all units at right2 to right3
... and so on
Preserve

For the spawn triggers you can use the same (burning building), a death counters or a patrolling unit as a timer.




Dec 13 2007, 1:04 pm Falkoner Post #6



http://Falkoner.CoW.GooglePages.com/Death_Counts.html

Read up on Death Count Timers.



None.

Dec 13 2007, 7:10 pm Impeached Post #7



OK, thanks. This is my first map of any relatively large size, so I don't have enough experience to know all this stuff yet.



None.

Dec 14 2007, 7:15 am Impeached Post #8



Now I have more inexplicable problems.
A healing system that only works once, and a shuttle shopping system not working at all.

Quote from 'Healing System'
Trigger("Player 1"){
Conditions:
Bring("Player 6", "Protoss Shield Battery", "P1", At least, 1);
Deaths("Current Player", "Jim Raynor (Vulture)", Exactly, 0);

Actions:
Modify Unit Hit Points("Current Player", "Any unit", 100, 0, "P1");
Set Deaths("Current Player", "Jim Raynor (Vulture)", Set To, 24);
Comment("Heal");
Preserve Trigger();
}

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

Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 7"){
Conditions:
Deaths("Current Player", "Jim Raynor (Vulture)", At least, 1);

Actions:
Set Deaths("Current Player", "Jim Raynor (Vulture)", Subtract, 1);
Comment("Healing Cooldown");
Preserve Trigger();
}

The 'P1' trigger follows the player's unit
This thing only works once, then doesn't work again.



For the shuttle system..just look at the map. You can also get the healing system in context with it.
http://www.box.net/shared/2vy9di6stu



None.

Dec 14 2007, 3:33 pm NudeRaider Post #9

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

Did you test the map? The heal works! lol.... you made me check all triggers for an error which didn't exist. :flamer:
I didn't look into the dropship system, but I'll do it later (if you are sure it doesn't work, that is!)

But I've found some things to correct/optimize:

- The triggers for unsuccessful heal under all players are not preserved.
- The patrol triggers for P8 have all the same condition: deaths of vulture (raynor) = 0 that means you can put everything into 1 trigger. This makes finding error MUCH easier as you have to check 1 trigger instead of like 10.
- Same for those with the robotic bay in the conditions.
- Rename the vulture (raynor) DC to make it clear its a death counter and no actual unit. Or even better use unused units like neutral - neutral - cantina and rename them.
- For better overview make Players 1-6 human and P7, P8 computers
- You got like 10 hypertriggers. Delete all but 3 and move them to the bottom.
- You got 2 triggers named "Attack Timer" with same conditions/actions. Can it be there are more of those doubles?




Dec 14 2007, 4:32 pm Impeached Post #10



The heal worked once, then not again (until someone at maplantis told me to make the condition always on the death subtractor). At least the three+ times I tested it. And the shuttle system does not work.

I'll look into your other stuff, sorry you went through all that trouble and it kept working for you.

Post has been edited 1 time(s), last time on Dec 14 2007, 4:39 pm by Impeached.



None.

Dec 14 2007, 5:03 pm NudeRaider Post #11

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

Quote from Impeached
The heal worked once, then not again
what exactly do you mean?
Once upon a time it worked but later you added stuff so it doesn't work now? OR
In the current state of the map you can walk to a shield battery and it will heal you. But when you visit the battery again it won't?

Well however... I tested it by adding a text display "heal". And I walked towards the battery and I got healed every 2 seconds.
I'd call that "It works".




Dec 14 2007, 5:30 pm Impeached Post #12



Quote
In the current state of the map you can walk to a shield battery and it will heal you. But when you visit the battery again it won't?
Yes, in the state of the map when I posted it.



None.

Dec 14 2007, 6:54 pm NudeRaider Post #13

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

Quote from Impeached
Quote
In the current state of the map you can walk to a shield battery and it will heal you. But when you visit the battery again it won't?
Yes, in the state of the map when I posted it.
As I said... I dled the map, added the display action, and played it as P1. It worked for me.




Dec 14 2007, 7:08 pm NudeRaider Post #14

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

About the dropship:

Recall: You move [any unit] at almost anywhere back to the base. That includes the scv and the upgrade buildings.
Use [men] instead and move the dropship out of anywhere ground. Maybe top of the map will be best.

Also the spell may be executed multiple times as the units needs some time to reenter transport.
Add a condition like player brings at most 0 units to drop zone.

Finally be careful with the transmission action as it can cause wait blocks too because it has a wait in it.




Dec 14 2007, 11:05 pm Impeached Post #15



Quote from NudeRaider
About the dropship:

Recall: You move [any unit] at almost anywhere back to the base. That includes the scv and the upgrade buildings.
Use [men] instead and move the dropship out of anywhere ground. Maybe top of the map will be best.
I changed Anywhere ground so it doesn't cover low ground (the rusty pit under dropships), so it should be fine in that way now.

Quote
Also the spell may be executed multiple times as the units needs some time to reenter transport.
Add a condition like player brings at most 0 units to drop zone.
How would that work? One condition detecting if a unit is in area, another if no units are in area.

Quote
Finally be careful with the transmission action as it can cause wait blocks too because it has a wait in it.
Ah, that may be messing things up. The play WAV action doesn't specify that it plays the sound for the current player. Does it, or does it play it for all?



None.

Dec 14 2007, 11:14 pm NudeRaider Post #16

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

Quote from Impeached
Quote from NudeRaider
About the dropship:

Recall: You move [any unit] at almost anywhere back to the base. That includes the scv and the upgrade buildings.
Use [men] instead and move the dropship out of anywhere ground. Maybe top of the map will be best.
I changed Anywhere ground so it doesn't cover low ground (the rusty pit under dropships), so it should be fine in that way now.
That should fix it.

Quote from Impeached
Quote
Also the spell may be executed multiple times as the units needs some time to reenter transport.
Add a condition like player brings at most 0 units to drop zone.
How would that work? One condition detecting if a unit is in area, another if no units are in area.
lol forget it. It was just stupid. I was distracted when writing that. Make a switch or w/e that gets set when the trigger fires and is cleared when there's no unit anymore.

Quote from Impeached
Quote
Finally be careful with the transmission action as it can cause wait blocks too because it has a wait in it.
Ah, that may be messing things up. The play WAV action doesn't specify that it plays the sound for the current player. Does it, or does it play it for all?
wavs always play for current player, same for portrait and display text. no matter if executed seperately or by the transmission.




Dec 14 2007, 11:35 pm Impeached Post #17



It works now. Looks like the wait block from the transmission did it.

Thanks.

EDIT: Oh, and what does the [men] specification cover? Organic units? All units?

Post has been edited 1 time(s), last time on Dec 14 2007, 11:41 pm by Impeached.



None.

Dec 15 2007, 12:42 am Roy Post #18

An artist's depiction of an Extended Unit Death

[Men] is all mobile units (not including lifting a building and moving it :P).




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