Staredit Network > Forums > Modding Assistance > Topic: strange upgrade problem
strange upgrade problem
Mar 5 2016, 4:16 pm
By: SCRuler  

Mar 5 2016, 4:16 pm SCRuler Post #1



I have a really strange issue that recently came up.
For some reason, a lot of upgrades, even main game ones, have vanished from their places in game on the command card.
They're still there in firegraft, including the new ones im trying to implement.

Attachments:
ShitModBeta1.exe
Hits: 1 Size: 2057.08kb



None.

Mar 6 2016, 1:40 am Corbo Post #2

ALL PRAISE YOUR SUPREME LORD CORBO

Are you testing it in a very specific map that would somehow have all upgrades disabled for all players?

Sounds more like a map-specific issue. I'm testing the mod asap, though.


Yeah, seems to be fine for me. Also, your... whatever you did with the Magellan science vessel crashes. Like it either immediately crashes on game start or crashes when moved. Probably iscript calling to something it doesn't exist.

Post has been edited 3 time(s), last time on Apr 8 2016, 2:32 am by Roy.




Mar 6 2016, 6:15 pm SCRuler Post #3



Quote from Corbo
Are you testing it in a very specific map that would somehow have all upgrades disabled for all players?

Sounds more like a map-specific issue. I'm testing the mod asap, though.


Yeah, seems to be fine for me. Also, your... whatever you did with the Magellan science vessel crashes. Like it either immediately crashes on game start or crashes when moved. Probably iscript calling to something it doesn't exist.
It shouldn't be a map specific issue, all the upgrades were able to be researched, listed there. And I tested it on a melee map. The Ultralisk's upgrades weren't there, neither were the protoss energy upgrades.
yeah I know. I did that mess myself. I switched the Magellan to the ragnasaur so that I could make him into a renegade scivess, but it turned out to be a mess. I was hoping you could coach me on how to do that properly.

Also I need more help with the turrets thing.
It's more wonky than i figured it'd be. I need help with it.

Post has been edited 1 time(s), last time on Mar 6 2016, 6:26 pm by SCRuler.



None.

Mar 15 2016, 1:43 pm UndeadStar Post #4



Question: do you keep saving over and over again on the same .exe with Firegraft?

Don't know if it's related, but just now, I freaked out seeing during my tests that the icons to make buildings (the "normal buildings" and "advanced buildings" icon in the buttonset) for Terrans no longer appeared.
After many tests with changes on plugin, I tried creating a default config with Firegraft, then saving it over the .exe and surprise: still no terran buildings.

But everything was fixed miraculously when I deleted the .exe then created a new one (working with and without plugins).

I wonder what went wrong in my case, but something did, and maybe you have something like that.



None.

Mar 15 2016, 9:35 pm Voyager7456 Post #5

Responsible for my own happiness? I can't even be responsible for my own breakfast

Quote from UndeadStar
Question: do you keep saving over and over again on the same .exe with Firegraft?

Don't know if it's related, but just now, I freaked out seeing during my tests that the icons to make buildings (the "normal buildings" and "advanced buildings" icon in the buttonset) for Terrans no longer appeared.
After many tests with changes on plugin, I tried creating a default config with Firegraft, then saving it over the .exe and surprise: still no terran buildings.

But everything was fixed miraculously when I deleted the .exe then created a new one (working with and without plugins).

I wonder what went wrong in my case, but something did, and maybe you have something like that.

I've also seen this happen.



"Land of song"
Said the warrior bard
"Though all the world betrays thee
One sword, at least, thy rights shall guard
One faithful harp shall praise thee"


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP]


Mar 16 2016, 6:41 pm SCRuler Post #6



Quote from UndeadStar
Question: do you keep saving over and over again on the same .exe with Firegraft?

Don't know if it's related, but just now, I freaked out seeing during my tests that the icons to make buildings (the "normal buildings" and "advanced buildings" icon in the buttonset) for Terrans no longer appeared.
After many tests with changes on plugin, I tried creating a default config with Firegraft, then saving it over the .exe and surprise: still no terran buildings.

But everything was fixed miraculously when I deleted the .exe then created a new one (working with and without plugins).

I wonder what went wrong in my case, but something did, and maybe you have something like that.
I see, I'll have to do a refresh.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
Please log in to shout.


Members Online: Roy, m.0.n.3.y, Wing Zero