Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: MORE SPAWN PROBLEMS
MORE SPAWN PROBLEMS
Jan 12 2008, 5:26 am
By: Ryan  

Jan 12 2008, 5:26 am Ryan Post #1



k. More spawn problems for you guys.

I'm using DCs to determine when units will spawn, instead of Waits because they create wait blocks.

I have 3 different types of units, which spawn at different times.
So Unit 1 will begin spawning after 120 game seconds,
Unit 2 will begin spawning after 360 game seconds,
and Unit 3 will begin spawning after 600 game seconds.

This is where the DCs come in, I want the DCs so the spawn trigger will Preserve Trigger. (Hooray for good grammar)
I've done a test, and every game second counts as 6 Death Counts with Hyper Triggers and no waits. So 120 game seconds would = 720 Death Counts.

I add a Death Counter:
Trigger
Players

  • Player 7
  • Conditions

  • Player 7 has suffered at most 719 deaths of Rhynadon
  • Elapsed scenario time is at least 1 second
  • Actions

  • Set deaths for Player 7: Add 1 death for Rhynadon
  • Preserve Trigger
  • Comment


  • So to spawn Unit 1, I have:
    Trigger
    Players

  • Player 7
  • Conditions

  • Elapsed scenario time is at least 120 game seconds
  • Player 7 has suffered at least 720 deaths of Rhynadon
  • Actions

  • Create 20 Zergling at Spawn 1
  • Preserve Trigger
  • Comment


  • And finally, to make sure that Unit 1 doesn't constantly spawn, I have the DC reset:
    Trigger
    Players

  • Player 7
  • Conditions

  • Player 7 has suffered at least 720 deaths of Rhynadon
  • Actions

  • Set deaths for Player 7: Set to 0 for Rhynadon
  • Preserve Trigger
  • Comment


  • The problem is,
    The only time Unit 1 will spawn, is when the Reset Trigger is removed. When Reset Trigger is present, the units won't spawn whatosever. Is the Reset Trigger just constantly setting the deaths for Rhynadon to 0? Is it just preventing the deaths from adding?

    Any help with my situation would be appreciated.




    None.

    Jan 12 2008, 5:36 am Falkoner Post #2



    Well, first off, it's actually more like 12 deaths per game second, and to fix this up, remove all the elapsed game times, they are useless if you are preserving the trigger. And they are probably also the problem, since the deaths get there first, they reset before the timer, so when the timer finally makes it, the deaths are woefully behind.



    None.

    Jan 12 2008, 6:01 am Impeached Post #3



    It's 8 actions per game second. If you dont' believe me, make a trigger that gives 1 ore per cycle, using an at least and at most elapsed time condition.



    None.

    Jan 12 2008, 7:14 am Ryan Post #4



    Wouldn't the elapsed game times be necessary since I'm using countdown timers?



    None.

    Jan 12 2008, 2:42 pm NudeRaider Post #5

    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 Impeached
    It's 8 actions per game second. If you dont' believe me, make a trigger that gives 1 ore per cycle, using an at least and at most elapsed time condition.
    Oh jeeez.... when will ppl finally realize it? (nothing personally, falk, but I already said that in NUMEROUS threads, and I'm getting tired of it.)
    We should really make a sticky note containing this sentence:

    When hyper triggers run, the triggers are checked 8 times a game second and will be checked 12 times per real time second on speed 7. This (last) is the value you have to use when you replace waits, as waits are measured in real time.

    Post has been edited 2 time(s), last time on Jan 13 2008, 5:20 am by NudeRaider.




    Jan 12 2008, 4:31 pm Impeached Post #6



    ..Ok, thanks for confirming what I said.



    None.

    Jan 12 2008, 8:51 pm rockz Post #7

    ᴄʜᴇᴇsᴇ ɪᴛ!

    You have 2 triggers there which act only when you have 720 deaths. One of those resets it. What's happening is it's resetting it before the 120 game second mark. The units will spawn when you get to 720 deaths the second time (after the 120 second mark).

    If you only want them to spawn once, why not just use elapsed time is 120/240/360? If you could explain what you want better, I could help you out even more.



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

    Jan 12 2008, 10:55 pm Falkoner Post #8



    Quote
    It's 8 actions per game second. If you dont' believe me, make a trigger that gives 1 ore per cycle, using an at least and at most elapsed time condition.

    Sorry about that, it's odd that I would forget as I actually HAVE done that exact test...

    And rockz repeated what I said, although I think it's necessary to explain it a little better.
    Okay, I'm not going to use 8 deaths a second, as it is slightly off, the most perfect method of finding a time, is using 1 death every 84 milliseconds instead, so you would get about 1428.5714285714285714285714285714 deaths in 120 seconds. There is no need for elapsed game timer, just remove it and your trigger will work, trust me. Currently, your triggers WILL run, they just won't run the first time around, they will on the second time.



    None.

    Jan 13 2008, 4:03 am NudeRaider Post #9

    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

    ooops




    Jan 13 2008, 4:43 am Ryan Post #10



    Oh ok I see what you guys are saying. Yes, now my trigger is working. Thank you, yet again. =D



    None.

    Jan 13 2008, 5:12 pm 12egoldi Post #11



    Yo, please, post your fixed trigger cause im havign a hard time doing mine...please



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