Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Give units to player glitch
Give units to player glitch
Feb 25 2015, 4:41 pm
By: zsnakezz  

Feb 25 2015, 4:41 pm zsnakezz Post #1



I have a very random occurring problem,

I have a difficulty system that includes switching a large group of enemies between players.
Sometimes when they switch, the enemies in question "stop". They are still registered as enemies, as i can scroll over them
and see the red cursor.
Things I noticed upon inspection:
-These units can still be ordered to move, patrol, and attack through triggers.
-These units will not move, unless ordered by those specific triggers.
-The problem is extremely random in occurrence, and sometimes will not occur at all.

My best guess, is that sometimes the units will switch players before the buildings.
Which wouldn't make much sense either, since I deleted the triggers that end in failure for not having buildings.
Not only that, but they don't appear neutral, they just stop "doing" things that the units normally should do,
such as attack you when you are close to them.

Like I said before, this problem does not always present itself. Something tells me this is a common thing, and I'm
not the first to tread the waters of player switching unit glitches.

If anybody has advice on this issue, it would be greatly appreciated.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Feb 25 2015, 7:04 pm Pr0nogo Post #2



The enemies in question stop because units do not retain orders when their owner is changed. This isn't a glitch as much as a (likely intentional) design choice since otherwise units given to the player in the campaign may likely have run off on a suicidal quest while the player was completely oblivious to their actions. The reason it might not always happen is if the giving of the unit coincides with an order trigger or if they're near enemy units and in acquisition range, since they'll just attack those units instead of stopping because it will count as a new order.




Feb 25 2015, 7:14 pm zsnakezz Post #3



This problem has been fixed. It was the simplistic way i set up the system that caused the problem.

I had exactly 1 building, to account for over 4 players.

Each time that building changed players, it had a chance of causing this glitch.

So, I changed the trigger from "give all units to player" to "give all men to player"
I then created a separate building for each player. Which is was hell bent on not doing for whatever reason.

Problem was self created you could say. But it is fixed now.

Also, that is a powerful beard Pr0nogo.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Feb 26 2015, 8:30 pm zsnakezz Post #4



I am still having this problem in the Undead v.2. All the triggers are consistent, but yet the problem only occurs on the last change over. It is consistent through all playthroughs, when I get to the last level of difficulty, the units stop in their tracks. It only happens when the units of player 5 are given to player 4. If somebody wants to check the trigger setup I have now, to see if i did something wrong, that would be appreciated. The triggers are marked and easy to find.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Feb 26 2015, 8:50 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Rush had this problem Units would just stop moving entirely and get stuck.

I've also seen where a unit is completely unable to move until you physically tell it to stop, then it can move again. This is more than likely a bug with giving units to a different player.



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

Feb 26 2015, 11:49 pm Oh_Man Post #6

Find Me On Discord (Brood War UMS Community & Staredit Network)

Quote from rockz
Rush had this problem Units would just stop moving entirely and get stuck.

I've also seen where a unit is completely unable to move until you physically tell it to stop, then it can move again. This is more than likely a bug with giving units to a different player.
I noticed this in Raccoon City too.




Feb 27 2015, 12:36 am zsnakezz Post #7



Well I created an alternative fix for the problem. I ordered all the gaurd units that are normally effected by the glitch, to patrol to the last grave of the map. This has created a good ending to the map, as the last grave has a huge group waiting for you, and it takes care of the problem of them not moving.

So the glitch still exists, but I found a way to sort of use it to my advantage, i am uploading the "fix" to the current file.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

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