Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Bunkers not being removed!?
[SOLVED] Bunkers not being removed!?
May 16 2011, 1:53 pm
By: Heinermann  

May 16 2011, 1:53 pm Heinermann Post #1

SDE, BWAPI owner, hacker.

I'm making a map where 4 AI players fight each other. The player chooses their ally and influence the AI by "tricking it" into building more of something, or running AI scripts.
Each AI is a random race. When a specific race spawns, some preplaced defensive structures (Terran) are replaced with structures for their race.

The triggers work correctly other than the fact that only ONE Terran Bunker is being removed.

Trigger
Players
  • Force 2
  • Conditions
  • Current Player has suffered at least 1 deaths of Protoss Nexus.
  • Neutral beings at least 1 Terran Bunker to '64x45'.
  • Actions
  • Center location labeled '3x2' on Terran Bunker owned by Neutral at '64x45'.
  • Remove 1 Terran Bunker for Neutral at '3x2'.
  • Create 1 Protoss Photon Cannon at '3x2' for Current Player.


  • I have anywhere between 4 and 6 bunkers at each base location.
    The replacement is like a binary countoff. There are triggers to handle 4 bunkers, 2 bunkers, and then the above (1).
    The exact same triggers are used with a 2x2 location for turrets and work correctly.

    The 3x2 location has the same properties as the 2x2 location (I initially used a 2x2 location for the bunkers and same problem).
    Onle ONE bunker is being removed, and being given a Unit Unplacable. The other bunkers remain, despite the triggers that should be capable of replacing 7 bunkers max in the same loop.

    NOTE: When a race is detected, a death count for their center is increased as well, allowing later detection without having the center. The location 64x45 is already centered on their center and the turret replacements work perfectly.

    This is really frustrating because I have no idea what the heck is wrong.

    Map: [attach=7796]

    EDIT: Removing bunkers at 64x45 works, which means it's a problem with Move Location? It should be though.

    Attachments:
    AIAssist.scx
    Hits: 3 Size: 123.93kb

    Post has been edited 1 time(s), last time on May 16 2011, 2:20 pm by Heinermann.




    May 16 2011, 3:20 pm Ahli Post #2

    I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

    It works if you replace the Bunkers with Supply Depots (the unit in editor and triggers, not instead of photon cannon).

    But I've no clue why that didn't work in the first case.

    I thought about that the guns block the spawning and the failed spawning would result in a non-running bring info update.
    But the centering normally updates it.

    Post has been edited 1 time(s), last time on May 16 2011, 3:52 pm by Ahli. Reason: made something more clear




    May 16 2011, 3:21 pm NudeRaider Post #3

    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

    preserve trigger is missing.
    as for the unplaceable, add a wait(0)




    May 16 2011, 3:50 pm Ahli Post #4

    I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

    Quote from NudeRaider
    preserve trigger is missing.
    as for the unplaceable, add a wait(0)
    In theory every trigger should only run once for each player at max.
    Strangely even the first replacement doesn't work like stated (only 1 bunker removed and nothing spawned).




    May 16 2011, 4:04 pm Heinermann Post #5

    SDE, BWAPI owner, hacker.

    I've since moved the Floor Traps from their original locations. It might not be moving the location over the Neutral Bunkers.

    Preserve trigger is not necessary (it should only run once) and the unplacable is just the result of the Remove failing to execute.
    I've decided to just ignore the bunkers and use another unit.




    May 16 2011, 5:05 pm NudeRaider Post #6

    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 Ahli
    In theory every trigger should only run once for each player at max.
    oh overlooked that there are more triggers like this when skimming.

    Quote from Ahli
    Strangely even the first replacement doesn't work like stated (only 1 bunker removed and nothing spawned).
    The reason is that remove on bunkers doesn't happen immediately.

    maybe removing the occupants before removing the bunker would work. Or move it to another locations and safely remove it there. Needs 1 extra location per bunker though.




    May 16 2011, 8:43 pm Wormer Post #7



    Quote from NudeRaider
    Quote from Ahli
    Strangely even the first replacement doesn't work like stated (only 1 bunker removed and nothing spawned).
    The reason is that remove on bunkers doesn't happen immediately.
    An interesting piece! The bunker isn't removed, but the heck?!

    Quote from NudeRaider
    Maybe removing the occupants before removing the bunker would work. Or move it to another locations and safely remove it there. Needs 1 extra location per bunker though.
    Bunkers are all without occupants I guess.

    P.S. Heinermann, I wonder why you check the allied flag in forces to run a "Set alliance status to Force 1: enemy." for Force 1.

    P.P.S. Here is a simple test map: download.
    I guess those lazy blizzard programmers just run a kill code for the bunker whenever it killed or removed. They need to queue the bunker unload for units that probably have been inside. That happens not when the bunker removed but later (maybe at the end of the trigger cycle somewhere). If you try to move bunker after it was removed, it won't move (see the test map), so it looks like being in that dead-but-not-dead units state. And yes, I know I repeated what have been said before. :)

    Once again it's a very interesting discovery!

    Post has been edited 4 time(s), last time on May 16 2011, 9:05 pm by Wormer.



    Some.

    May 17 2011, 2:53 am Heinermann Post #8

    SDE, BWAPI owner, hacker.

    Since the issue has been described and I have already created a workaround, you can mark this as fixed.

    Quote from Wormer
    P.S. Heinermann, I wonder why you check the allied flag in forces to run a "Set alliance status to Force 1: enemy." for Force 1.
    I originally put both Human and Computer slots in Force 1, but Randomize Start Locations treated Humans and Computers separately, so computers ended up always being at the same 4 locations.




    May 17 2011, 7:09 am Wormer Post #9



    Don't forget to show us the map when you finish with it! :)



    Some.

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