Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Random Color Issue after slot in Game lobby is taken for the sec
Random Color Issue after slot in Game lobby is taken for the sec
Aug 10 2023, 7:55 pm
By: overmind25  

Aug 10 2023, 7:55 pm overmind25 Post #1



Hello, I am having an issue with a WWII map I made. The issue is in the game lobby once a player takes a nation slot and then moves anyone else that comes back to that spot the nation color will say random. Is there anyway to stop that from happening to where it will just use the color that was assigned in scm draft 2?

Attachments:
scm2 1.png
Hits: 5 Size: 2300.94kb



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Aug 13 2023, 4:45 am kgh829 Post #2



That's an bug in the remastered version

Since StarCraft updates have been stopped, the bug cannot be fixed in the usual way.

The only way is to use EUD. But some colors are not available.

There is a description of the available colors in the link below.
https://cafe.naver.com/edac/73202



If you don't want to use EUD, downgrade your StarCraft version to 1.16.1

also you can fix it by not using the Remastera version colors.
e.g) Pink (SCR Only), Olive (SCR Only), Lime (SCR Only)...

Do not use (SCR Only) colors, just use default colors.
e.g) Red, Blue, Teal, Pale Yellow, Tan, Dark Aqua...



But if you want to use the remastered version and use the remastered version colors, EUD is your only option.

Post has been edited 2 time(s), last time on Aug 13 2023, 4:56 am by kgh829.



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Aug 19 2023, 7:34 pm overmind25 Post #3



Thank you, I am also having an issue with the unit spawn in the triggers being 3-4x what I tell it to be. Any idea why that could be?



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Aug 19 2023, 7:49 pm NudeRaider Post #4

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

probably the trigger is owned by multiple players




Aug 20 2023, 9:27 pm overmind25 Post #5



Oh it has many players on the triggers but it states make this for player X at Y location. Is the issue that it may have many players on the trigger even though it states which player in particular (Player 1, 2 etc. get what)?



None.

Aug 21 2023, 5:14 am 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

Every player gets their own copy of the trigger. So make sure to add an action that invalidates the conditions after it has fired the first time.
Alternatively give the trigger to a single computer player.

An action that says do x for player y will not invalidate the conditions or remove it for non-y players.




Aug 21 2023, 6:55 pm Ultraviolet Post #7



I'd say in most cases best practice would be to give the triggers that are intended to create units for a certain player to only that player and then use the current player designation. This allows some versatility, like if you give the trigger to Force 1 then each player in Force 1 will have that trigger run, but it will only create units for themselves since you are using the current player designation.




Aug 22 2023, 12:38 am overmind25 Post #8



Ok thank you all very much. This was extremely helpful.



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Aug 24 2023, 7:09 pm overmind25 Post #9



If anyone is willing, I have a question on how to resolve the last major issue with the map. I am trying to set special, reoccurring specific national triggers. I will link Germany's as an example. This is one of the ones that I am trying to have reoccur at a certain time on the countdown timer, but to have the trigger start and then reoccur after a certain period has elapsed in game. For some reason the national triggers are working but not reoccurring. I will post the text of the setting up of the trigger and then the actual trigger (which was my understanding of what needed to be done). Please let me know what I am doing wrong.


Setup Trigger:


Trigger("Player 2"){
Conditions:
Always();
Elapsed Time(At least, 1300);

Actions:
Set Switch("Switch132", set);
Comment("Set Switch for German Tanks 1");
}



Trigger Specifics:


Trigger("Player 2"){
Conditions:
Switch("Switch132", Set);
Always();
Bring("Player 2", "Buildings", "berlin", At least, 1);
Bring("Germany, Axis Minors", "Buildings", "bucharest", At least, 1);
Bring("Italy", "Buildings", "bucharest", Exactly, 0);
Countdown Timer(At most, 120);

Actions:
Set Switch("Switch132", clear);
Create Unit("Player 2", "<04>Tiger <07>Tank", 2, "dresden");
Create Unit("Player 2", "<06>Panther <07>Tank", 4, "dresden");
Display Text Message(Always Display, "\x007 Elite German Panzers have been trained");
Preserve Trigger();
Comment("Elite German Panzers Spawn 1");
}



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Aug 25 2023, 12:45 am TheHappy115 Post #10



I'm a bit confused on the trigger mainly because there seems to be a missing trigger you haven't posted.

Trigger 1: This essentially activates the switch for trigger 2. This will only occur once (since not preserved)

Trigger 2: Assuming other conditions are met, Trigger 1 switches on the 132 switch which will allow it to activate. In the actions it clears switch 132. So even if it is preserved, it will not activate again until a different switch activates 132 again.

I assumed you cleared it because you didn't want it to keep spawning tanks every second but you'll need to reactivate said switch at an allocated time that you want. You could use the countdown timer, wait triggers, or Death Counters to do this. Since you already have it connected to a countdown timer, I would suggest doing it that way.



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