Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED]Triggers not loading sometimes
[SOLVED]Triggers not loading sometimes
May 8 2019, 8:17 pm
By: rnDPrc  

May 8 2019, 8:17 pm rnDPrc Post #1



Hello,

I was testing stuff related to making a clock using hypers, and one thing that caught my attention was how the triggers were only loaded sometimes. At first I thought it was because I messed up some changes, or had to save them some other way (I'm using the text editor so it's kinda finnicky).

To figure that out, I put a trigger to display some text at the start and kept pressing restart map. Got the bug again, so it must be something else.

Then I thought "maybe something is wrong with some trigger", so I made a fresh map with hypers and one single trigger to display some text. Got the bug again.

Then I thought "maybe it's the hypers", so I disabled them and still got it.

If I kept restarting, triggers would load again after about 45s. Tried one more time for consistency and it did the same thing.

What I come here for is an explanation, if there's any, as to why is that happening.

Anyways, thanks for reading :)

Post has been edited 1 time(s), last time on May 14 2019, 9:46 pm by rnDPrc.



None.

May 8 2019, 8:33 pm Pr0nogo Post #2



Posting the map in question (or at least your triggers, in the menu go to Triggers and click Trigger Editor, then copy and paste into pastebin.com) would help us troubleshoot the issue.




May 8 2019, 9:35 pm rnDPrc Post #3



Quote from Pr0nogo
Posting the map in question (or at least your triggers, in the menu go to Triggers and click Trigger Editor, then copy and paste into pastebin.com) would help us troubleshoot the issue.

Here:
1st map I noticed the issue
http://www.staredit.net/sc1db/file/4390/

Triggers:
https://pastebin.com/9D6JKR80

Other map I tried afterwards:
https://pastebin.com/1zhxJr0s

I also tried setting all death counters to 0 at the beginning of the map, in case it was some lingering value that caused the problem

Cheers :)



None.

May 14 2019, 9:46 pm rnDPrc Post #4



I think the problem was having all players in the same Force, and loading the map on Single Player.

By doing that, it would just put me in one of the many available slots for humans, and only P1 had the triggers set up.



None.

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[02:58 pm]
Pr0nogo -- Suicidal Insanity
Suicidal Insanity shouted: Moose Naw - if that is an option, it should be a global option
agreed
[02:58 pm]
Pr0nogo -- no problem
[11:47 am]
rnDPrc -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
Thank you :)
[11:28 am]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
SC:R still ships with all the old MPQs
[11:26 am]
Suicidal Insanity -- Otherwise it clutters up the UI and you have inconsistent names from location to location
[11:26 am]
Suicidal Insanity -- Moose
Moose shouted: Basically, anywhere that supports custom unit names should have an option to use the originals imo
Naw - if that is an option, it should be a global option
[11:10 am]
Pr0nogo -- though idk if you can extract them from scr anymore since casc took effect, so you can download them here
[11:08 am]
Pr0nogo -- rnDPrc
rnDPrc shouted: Where can I learn more about the default AI Scripts behavior? I'm having some problems here
extract the scripts using pympq and open them in pyai (using the python modding suite) and use nekron's guide as a reference
[10:57 am]
NudeRaider -- http://www.staredit.net/372001/ thou shalt not judge
[10:18 am]
rnDPrc -- I mean the Run AI Script trigger choices
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