Staredit Network > Forums > SC1 Map Production > Topic: (2)Resurrection IV corrected
(2)Resurrection IV corrected
Oct 14 2020, 9:23 pm
By: Fruitdispenser  

Oct 14 2020, 9:23 pm Fruitdispenser Post #1



So, you all know there's this port of Resurrection IV. The 2 player version had some bugs, like, if Taldarim got killed, there wasn't game over and in another part, there was a plasma field that didn't turn off when you went to the beacon that turned it off. I corrected both those issues.


http://www.staredit.net/sc1db/file/5138/

Now, there are issues that haven't been corrected. When you find Stukov, two Stukov's get created. I haven't been able to find the reason why. I have been able to find only one reference to a Stukov creation

Stukov appears
Players

  • Force 1
  • Conditions

  • Bring("Player 4", "Buildings", "Bunker 12", At most, 0);
  • Bring("Player 4", "Buildings", "Bunker 14", At most, 0);
  • Actions

  • Create Unit with Properties("Player 5", "Alexei Stukov (Ghost)", 1, "Stukov", 1);


  • That's the only bug I've found, but there may be others.

    Other thing. It seems that because the text is white and Braxis is snow, the dialogues are not too catchy and get ignored by the players. So, my guess is that I should change the text color, right? To blue, maybe, or green. Is there a prefered color to use over white maps?
    What do you think?
    Edit: I changed the texts to light green

    Post has been edited 1 time(s), last time on Oct 15 2020, 3:40 pm by Fruitdispenser.



    None.

    Oct 22 2020, 12:48 pm Andrea Rosa Post #2

    Just a glitch in the Matrix

    Light green seems fine to me, good choice.



    Level Design Workshop

    ''Go to hell'' is basic. ''I hope your favorite StarCraft character gets voiced by Pr0nogo'' is smart. It's possible. It's terrifying.

    Oct 22 2020, 1:52 pm IlyaSnopchenko Post #3

    The Curious

    Unless I am mistaken, the reason is this.

    How many players does Force 1 contain? If there's two and both are active, then Stukov is created twice.



    Trial and error... mostly error.

    Oct 22 2020, 10:48 pm Fruitdispenser Post #4



    Quote from IlyaSnopchenko
    Unless I am mistaken, the reason is this.

    How many players does Force 1 contain? If there's two and both are active, then Stukov is created twice.


    Yes. It has two players. But I don't get why two Stukovs get created. Because the trigger does not create Stukov for Force 1, but for a player that is not part of Force 1.


    Quote from Andrea Rosa
    Light green seems fine to me, good choice.
    Cool. Because while play testing, someone told me that light green wasn't ideal and that is the only person that has commented on color.



    None.

    Oct 23 2020, 12:07 am DarkenedFantasies Post #5

    Roy's Secret Service

    The trigger is ran by both players from Force 1 because the conditions remain true after the first execution. It runs twice despite the lack of Preserve Trigger flag because it's considered as two separate instances, one for each player in Force 1.

    You should give the trigger ownership to only one player, basically any one player that is guaranteed to be active at the time the trigger would run. If the human players are the only ones guaranteed to, then you could for example check for a switch in the conditions and toggle it in the actions.


    I find <19> to be the most readable color, so it's the one I use and would recommend.




    Oct 23 2020, 5:56 am IlyaSnopchenko Post #6

    The Curious

    Cool to know about the colors, BTW, thanks. I've been on the lookout for something to change the usual routine.



    Trial and error... mostly error.

    Oct 23 2020, 3:55 pm Fruitdispenser Post #7



    The trigger is ran by both players from Force 1 because the conditions remain true after the first execution. It runs twice despite the lack of Preserve Trigger flag because it's considered as two separate instances, one for each player in Force 1.

    You should give the trigger ownership to only one player, basically any one player that is guaranteed to be active at the time the trigger would run. If the human players are the only ones guaranteed to, then you could for example check for a switch in the conditions and toggle it in the actions.

    I find <19> to be the most readable color, so it's the one I use and would recommend.

    This makes a lot of sense. Thanks!



    None.

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    [07:47 pm]
    Ultraviolet -- Yeah, I suppose there's something to that
    [2024-5-06. : 5:02 am]
    Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
    [2024-5-06. : 5:02 am]
    Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
    [2024-5-06. : 5:01 am]
    Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
    [2024-5-06. : 3:04 am]
    Ultraviolet -- Vrael
    Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
    With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
    [2024-5-06. : 12:51 am]
    Oh_Man -- definitely EUD
    [2024-5-05. : 9:35 pm]
    Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
    [2024-5-05. : 9:35 pm]
    Vrael -- that is insane
    [2024-5-05. : 9:35 pm]
    Vrael -- damn is that all EUD effects?
    [2024-5-04. : 10:53 pm]
    Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
    Please log in to shout.


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