Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Revive Problems
[SOLVED] Revive Problems
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Apr 29 2012, 4:53 pm
By: Fr)e(COrado  

Apr 29 2012, 4:53 pm Fr)e(COrado Post #1



An other problem yet with the Revive..
I did everything right...

Conditions:
Force 1 kills exactly 1 1revive
Actions:
Kill all Sniper for Current player.
Center view for current player at 'Revive1'
Creat 1 alliance sniper at 'Revive1' for Current player.

The Layer Locations are good... The Unit setting are also good( Revive1,2,3,4.)

But it still wont work..
Is there anything else i need to know about that?..
Thanks..
COrado



None.

Apr 29 2012, 5:01 pm UnholyUrine Post #2



I don't think there's enough information for us to figure it out



None.

Apr 29 2012, 5:30 pm Roy Post #3

An artist's depiction of an Extended Unit Death

If the actions aren't running, it means that the conditions haven't been met. In this case, it means Force 1 didn't kill exactly 1 1revive.




Apr 29 2012, 5:35 pm Fr)e(COrado Post #4



Okay, but as i test it, i just make a Sniper start next to the revive.. then i shoot it... and nothing happends.

So ill repeat:

I have a Gas like any other sSniper RPG maps.. i mean, it is the same ''unit'' that is used in other maps.
So that Gas is called 1Revive. The Layer Location made 2x2 is called Revive1.

In the trigger:
CONDITIONS:
Force1 kills exactly 1 1Revive.
ACTIONS:
Kill all Alliance Sniper for Current player.
Center view for current player at 'Revive1'
Creat 1 Alliance Sniper at 'Revive1' for Current Player.

*Note that alliance sniper is just a simple Ghost i renamed.
After that... i mean i just copied what i saw on other RPG maps...
So i dont get why it still wont work.

To answer the last reply.... i did kill it... to test it i spawned next to it to shoot it right away.
*Also note that the Revive belongs to PLayer 8 wich is the CPU AI.
Thanks again.
COrado



None.

Apr 29 2012, 5:40 pm DevliN Post #5

OVERWATCH STATUS GO

Try it with "Force1 kills at least 1 1Revive" and see if that changes anything. Add a Display Text Message to the Actions as well for testing purposes to at least see if the Condition is met.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 29 2012, 5:45 pm Roy Post #6

An artist's depiction of an Extended Unit Death

Quote from Fr)e(COrado
Okay, but as i test it, i just make a Sniper start next to the revive.. then i shoot it... and nothing happends.

So ill repeat:

I have a Gas like any other sSniper RPG maps.. i mean, it is the same ''unit'' that is used in other maps.
So that Gas is called 1Revive. The Layer Location made 2x2 is called Revive1.
Wait, you shoot the Sniper? The condition says you have to kill the gas thing to revive a Sniper.

What is the purpose of the gas, anyway? Are you trying to use a death counter?

Also, the way you have it set up is a one-time revive. You might want to change the condition to something like "Current Player commands exactly 0 Sniper" (and whatever other conditions you want to be true before the Sniper is revived) and then preserving that trigger.




Apr 29 2012, 5:47 pm NudeRaider Post #7

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

EDIT: oops, most of what I was saying was already covered, by the time I came around to post my answer.

When I see kills in the condition, my guess is, that the trigger fires again and again all the time, as soon as you've killed your first sniper. Correct?
If yes, the reason is that you're using kills as a condition. Kills can't be modified in actions so you have no way to reset the condition.
The solution would be to work with kills score or deaths.

If my guess is wrong you need to describe your problem better. What is happening and what should happen instead?
Also I don't understand the revive mechanic. A unit called "revive" has to die to create a new sniper? I'd expect a sniper has to die.




Apr 29 2012, 8:37 pm sakuckoinvius Post #8



Quote from Fr)e(COrado
In the trigger:
CONDITIONS:
Force1 kills exactly 1 1Revive.
ACTIONS:
Kill all Alliance Sniper for Current player.
Center view for current player at 'Revive1'
Creat 1 Alliance Sniper at 'Revive1' for Current Player.

*Note that alliance sniper is just a simple Ghost i renamed.
1- Please, make sure not to use the in-game name that only you know since it cause hard time to read, and create confusion. You should use unit name *ghost / kerrigan / etc* instead, for easier follows.
2- Like NudeRaider said in the previous post, make sure you explain what it do, and what you want it to do, otherwise, we have no clue what you trying to do, and what's wrong/good. If you wanted to exploit some kind of "kill gas for extra lives" I can tell it's missing alots. Right know, what your trigger supose to do is basicly: soon has you kill the 1revive, you die and somehow, respawn to the Revive1.
3- Make sure to precise the first step of trigger as well, *which player/group is it set on*. It's stupid, but it can be the problem as well.
Quote from Fr)e(COrado
After that... i mean i just copied what i saw on other RPG maps...
So i dont get why it still wont work.
You have to understand what other did to completly re-do it. Copy paste rarely work. You have to, at least adapt it to the new map.
Also, make sure it's not trigger related to others. *Example: killing that "1revive" is possibly linked to another trigger, that has "Kills: at least, 1, "1revive" for current player" has condition. In that case, you're missing half the thing up.


EDITS only to correct some forgotten word.



None.

Apr 29 2012, 9:25 pm SinistrouS Post #9



I'm not sure why you don't just use the Bring condition, since it seems your locations aren't mobile anyways. For example:
CONDITION:
Bring p8 exactly 0 Revive 'Revive1' - and so on and so forth. This way you would have no need for "1/2/3/4revive".



None.

Apr 29 2012, 10:17 pm Mouse Post #10



You could try making it so at the beginning of the game, whoever has a Sniper gets a DC to tell if they were there. And then put a location where the gas is and at say if there is no gas tank there, then create Snipers for people that have DC and 0 Sniper?



None.

Apr 30 2012, 12:19 pm Fr)e(COrado Post #11



SOrry if i forget things, sometimes i loose my words (im french)
OKay so here it is from the very begining:
Force 1 = p1,p2 so on till p7. (all human, all start with a Ghost)
Force 2 = p8 = computer

In the game, some ghost may die to the foes..
An exemple: p1 p2 and p7 will reach the revive1 (i called it revive1, coz in the map there are 4 diffrent area where ALL the ghost can be revived: 1Revive, 2Revive, 3Revive and 4Revive. And their Locations are: Revive1, Revive2, Revive3 and Revive4)
My triggers are good. As it seems perfeclty copied from other Sniper RPG ive played.

CONDITIONS:
Current player kills exactly 1 1Revive.(gas tan)
ACTIONS:
Kill all Alliance Sniper for Current player.
Center view for current player at 'Revive1'(Layered Location)
Create 1 Alliance Sniper at 'Revive1' for Current Player.

When i say i copied, ofc i writed points per points, my own triggers. I'm just saying that i copied the mechanic.
So what is suppose to happend is:
BY killing the Gas tank.
1-All remaining (ghost) should die.
2-All players should be center viewed on the ''layer location'' i created and named: Revive1, in that case
3-All players should get back their ghost (they should spawn in the Location i triggered and named Revive1, in this case.
----------
What happends when killing the Gas Tank
Nothing.
(The ghost that killed it just shoot and nothing new)
+ no one is revived.

Okay. thats about it.
And thanks alot for taking your time guys,i really appriciate it!

COrado



None.

Apr 30 2012, 1:12 pm Roy Post #12

An artist's depiction of an Extended Unit Death

Quote from Fr)e(COrado
Current player kills exactly 1 1Revive.(gas tan)
That should be "Force 1" instead of "Current Player" for this condition.

Are you sure you're killing the correct gas tank? There's 2 gas tank units (regular and depleted), and if you placed the wrong one to kill, the trigger won't execute.

It might be easier to find the issue if you post the map, if you're comfortable doing so.




Apr 30 2012, 2:08 pm Azrael Post #13



And if you aren't comfortable posting the map, you can message me with it and I'll tell you what's wrong.




Apr 30 2012, 2:23 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

Thanks for providing the necessary details.

Roy pointed out why it may not be firing, but the trigger has more "traps" that can lead to bugs so I've rewritten your trigger below. The tricky part is that any player can shoot the gas tank and as a result the whole team should be affected. That's why it's important to know which player(s) to reference and where.

I'll rewrite your trigger so it should be bug proof:

Trigger
Players
  • Force 1
  • Conditions
  • P8 brings at most 0 Gas tank to Revive1
  • Actions
  • Remove all Snipers for Current Player at Anywhere
  • Create 1 Sniper for Current Player at Revive1
  • Center View for Current Player at Revive1
  • Display Text: "Checkpoint 1 reached"


  • Notes:
    - Shooting the gas barrel is a global event (affects all human players) so it's good practice to use a condition that's the same for every player. Using the condition of kills of a certain player (group) is possible *, but it gets tricky when you have more than 1 revive point (which you have).
    * Elaboration


    - Each player will fire the triggers individually and only when they are in the game which makes the use of Current Player actions, like Center View and Display Text easier.

    - Don't preserve trigger, of course




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