In between the levels in my bound, there are bonus games. Im working on the first one, and it's not working properly. At the start of the game, two overlapped msgs are supposed to show up in order. They are, "Game: Dodge the Zingers," and, "Touch the Zingers and you die!" A timer is supposed to start with these messages. After the timer reaches 0, queens appear and try to chase you. One player must survive for 60 seconds in order to win. Instead, this happens:
Game: Dodge the Zingers appears
The timer does not start
The other message does not show up
The 60 second timer starts in 5 seconds and queens appear
About a minute after the bonus game music stops, Game: Dodge the Zingers appears followed by Touch the Zingers and you die!, then a timer counts from 5 to 0 and nothing happens.
Everything except the message (which is put in the same trigger as the timer (maybe this is the problem?)) seems to work. Does anyone know how to fix this.
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You probably are getting Wait Blocks, since the first thing runs, then it hits a wait, so it doesn't run the rest.
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Err nvm, I fixed it myself =]
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Turns out I didn't fix it. I saw it once (I swear) where it did it correctly. I DID NOT CHANGE IT after that, yet on all test runs after that time, only the first message showed up. However, the timer works. Also, in the run where it worked correctly, the timer showed up after the messages. I don't have a clue why this happened.
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I checked it again. After I died, the two msgs showed up properly. However, it was much faster than before. How do I make it so the msgs show up BEFORE the game starts?
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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
Lol you are not making much sense
However its almost sure you are experiencing wait blocks.
Don't execute ANY wait (includes hypertriggers) while another wait is running.
Replace the waits with Death Counters.
Hmm, well, since you have the Hyper Triggers under All Players, I believe, you dying would clear up a wait block, so just move them back down to the bottom of the trigger list.
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The hypers are in P7 (P7 has no other triggers). I also switched the txt msgs. to death counts and it still won't work.
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Can you post the map/triggers?
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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
The hypers are in P7 (P7 has no other triggers). I also switched the txt msgs. to death counts and it still won't work.
As I said... some other triggers' condition(s) must be met which is executing a wait.
Find it, remove the wait or fix the condition and it will work fine.
When you can't find it then copy all triggers via scmd's text base trig edit to the notepad and search for all waits.
Ignore the waits in triggers that don't run for the player with the msgs.
The best would be to remove ALL waits and ALL Transmissions (uses wait) to avoid the wait block. Saves you the search.
Or double check all conditions on what they depend. Maybe a 3rd trigger is creating a unit, modifying a dc or w/e when it wasn't supposed to...
Its a bit of work, but we would have to do the same to find it if it isn't obvious.
And when it was obvious you would have found it already.
on the thread creator click on Add Attachments and find your map then add it
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I cant, the filesize is too big?? Wtf? it's only 1.21 MB, even though the thread creator says the max is 3 MB.
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I can't find the wait causing the block anywhere.
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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
I can't find the wait causing the block anywhere.
Jeez, I guess you haven't followed my guide on how to find the less obvious wait blocks or you would have found it easily.
In fact I laughed about it when I found it because it's quite obvious.
Now go back to your map and check which preserved triggers for Force 'Diddy KongZ' contain at least 1 wait (ignore the conditions, just check which have waits).
Use the textbased trigedit for this and copy the triggers into notepad and search for 'wait'.
Then you will find out that there's 1 trigger that runs always with a very long wait.
So when your animated text/wait combos kick in you get the block.
The fact that it's a very long wait explains the "random" blocking behaviour you experienced, since the block isn't as long when you hit the wait when it's almost finished.
Replace the long wait with a dc that counts from 1613 down to 0.
I found three waits besides the ones in text messages: one in winning the game, another for losing, and one in the music. I removed the two in the winning and losing triggers. The music wait is the only one that is constantly running. Is that screwing up my map? I don't understand why because it doesn't mess up the intro text messages.
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
a player can only have 1 wait at a time.
use a deathcount (DC) timer for your music, too.
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
I found three waits besides the ones in text messages: one in winning the game, another for losing, and one in the music. I removed the two in the winning and losing triggers. The music wait is the only one that is constantly running. Is that screwing up my map? I don't understand why because it doesn't mess up the intro text messages.
It should mess them up, don't know why not... maybe not in the beginning or the waits are short enough but most importantly intro triggers are not preserved, so the problem is not reocurring.
But yes, it's the music trigger. Replace the wait with a dc (I already calculated the exact needed dc count in the post above).