Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Dragoon cloak refuses to work
Dragoon cloak refuses to work
Mar 30 2008, 9:28 pm
By: Twitch  

Mar 30 2008, 9:28 pm Twitch Post #1



Well I toke brontobytes advice and I am going to find a way to add one or two units like dragoon in total invisible defense for defense.
I have ran into a problem though,my dragoon trigger runs but,does not cloak him :(.I have no clue why so here is the two triggers that make it happen.
MAybe someone can tell me what is going wrong.
Trigger("Player 1"){
Conditions:
Bring("Current Player", "Protoss Dragoon", "Anywhere", At least, 1);
Always();

Actions:
Set Doodad State("Player 7", "Protoss Dragoon", "player 1 scv", disabled);
Wait(100);
Set Doodad State("Player 7", "Protoss Dragoon", "player 1 scv", enabled);
Wait(100);
Set Doodad State("Player 7", "Protoss Dragoon", "player 1 scv", enabled);
Wait(100);
Order("Player 7", "Protoss Dragoon", "Anywhere", "battle area", move);
Wait(100);
Give Units to Player("Player 7", "Player 1", "Protoss Dragoon", All, "player 1 scv");
Move Unit("Player 1", "Protoss Dragoon", All, "player 1 scv", "Unit Spawn Player 1");
Preserve Trigger();
}

//-----------------------------------------------------------------//
Trigger("Invisible Defenders"){
Conditions:
Bring("Current Player", "Protoss Dragoon", "unit 2", At least, 1);
Accumulate("Current Player", At least, 400, ore);

Actions:
Create Unit with Properties("Player 7", "Protoss Dragoon", 1, "player 1 scv", 4);
Give Units to Player("Current Player", "Player 11", "Protoss Dragoon", All, "unit 2");
Set Resources("Current Player", Subtract, 400, ore);
Wait(100);
Preserve Trigger();
}

//-----------------------------------------------------------------//



None.

Mar 30 2008, 9:57 pm Falkoner Post #2



Hm, are you sure that Dragoons can be cloaked? Although, it surprises me that it wouldn't cloak but it wouldn't crash either... Are you sure the location is over the Dragoon?



None.

Mar 30 2008, 10:00 pm Twitch Post #3



Quote from Falkoner
Hm, are you sure that Dragoons can be cloaked? Although, it surprises me that it wouldn't cloak but it wouldn't crash either... Are you sure the location is over the Dragoon?

Well I know they can cloaked because I have done it before.Second yes the location is on them



None.

Mar 30 2008, 10:20 pm Twitch Post #4



Ok odd I removed the bring part of both the scv and dragoon and now the scv is cloaked faster and dragoon works once.
Here is the disable enable enable trigger.
Trigger("Player 1"){
Conditions:
Always();

Actions:
Set Doodad State("Player 7", "Protoss Dragoon", "player 1 scv", disabled);
Wait(0);
Set Doodad State("Player 7", "Protoss Dragoon", "player 1 scv", enabled);
Wait(0);
Set Doodad State("Player 7", "Protoss Dragoon", "player 1 scv", enabled);
Wait(0);
Order("Player 7", "Protoss Dragoon", "Anywhere", "battle area", move);
Wait(0);
Give Units to Player("Player 7", "Player 1", "Protoss Dragoon", All, "player 1 scv");
Move Unit("Player 1", "Protoss Dragoon", All, "player 1 scv", "Unit Spawn Player 1");
Preserve Trigger();
}

//-----------------------------------------------------------------//

I fear I might be running into trigger lag.



None.

Mar 30 2008, 10:26 pm Falkoner Post #5



I think you were getting wait blocks, it looks like you switched to Wait 0's in this one, so that might increase speed, also, I think the bring has to update for a split second, you know, how it has that one trigger loop to update, so Always would make it go faster, but it still doesn't explain why the dragoon only cloaks once..



None.

Mar 30 2008, 10:29 pm Twitch Post #6



Quote from Falkoner
I think you were getting wait blocks, it looks like you switched to Wait 0's in this one, so that might increase speed, also, I think the bring has to update for a split second, you know, how it has that one trigger loop to update, so Always would make it go faster, but it still doesn't explain why the dragoon only cloaks once..
Yes I did switch to wait 0's in this one because when you proved me wrong that one day :P.I always made it always because of the bring updating.So I have no other thoughts on what might be causing it :(.



None.

Mar 30 2008, 10:31 pm Falkoner Post #7



Well... Are you always certain "player 1 scv" is always over the dragoon?



None.

Mar 30 2008, 10:33 pm Twitch Post #8



Quote from Falkoner
Well... Are you always certain "player 1 scv" is always over the dragoon?
He is always created there yes.It is not centered on him though.



None.

Mar 30 2008, 10:37 pm Falkoner Post #9



That might be it, depending on the size of the location, try adding a center location in there, I assume it will be centered on the SCV again anyway, right?



None.

Mar 30 2008, 10:40 pm Twitch Post #10



Quote from Falkoner
That might be it, depending on the size of the location, try adding a center location in there, I assume it will be centered on the SCV again anyway, right?
No the scv is cloaked at the start of the game and does not get centered on >.>.
Here is the map itself to give you more detail.
http://www.savefile.com/files/1474165

I warn you though Havok and I have been messy :P.



None.

Mar 30 2008, 10:42 pm Brontobyte Post #11



Quote
Well I toke brontobytes advice...

You sure thats a good idea? lol

I would be happy to crash, I mean test your TID map when you have it ready. PM Meh. :D



None.

Mar 30 2008, 10:43 pm Twitch Post #12



Quote from Brontobyte
Quote
Well I toke brontobytes advice...

You sure thats a good idea? lol

I would be happy to crash, I mean test your TID map when you have it ready. PM Meh. :D
Well I am gonna make it where it crashes only when you want to be dumb :P.



None.

Mar 30 2008, 10:43 pm Falkoner Post #13



Well, try centering it on the Dragoon every time, you might have to center it back.



None.

Mar 30 2008, 10:48 pm Brontobyte Post #14



I just tested it on one of my general disabling maps, and it worked fine for me.

If this works their should be the map link.

Here is the trigger syntax, if you don't feel like opening it.

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Always();

Actions:
Set Doodad State("Player 8", "Protoss Dragoon", "DISABLE", disabled);
Wait(111);
Set Doodad State("Player 8", "Protoss Dragoon", "DISABLE", enabled);
Wait(111);
Set Doodad State("Player 8", "Protoss Dragoon", "DISABLE", enabled);
Wait(111);
Order("Player 8", "Protoss Dragoon", "DISABLE", "ORDER", move);
Wait(111);
Give Units to Player("Player 8", "Player 1", "Protoss Dragoon", 1, "DISABLE");
Move Unit("Player 1", "Protoss Dragoon", 1, "DISABLE", "MOVE TO");
Comment("Disable");
}

//-----------------------------------------------------------------//


Note that this might not work in all situations.



None.

Mar 30 2008, 10:53 pm Twitch Post #15



I have that same trigger except wait 0 :P.



None.

Mar 30 2008, 10:54 pm Falkoner Post #16



Try the other waits, but I don't think it makes a difference..



None.

Mar 30 2008, 10:56 pm Brontobyte Post #17



Well is it a unit or a sprit? I remember LoveLess, on a maplantis topic, told me that the unit has to actuall move at least 1 square. Try 111ms It works fine for me. The "Order" location is more then a 111ms walking distance for a Dragoon. So it doesn't need to be in that location.

Its most likely not a good idea to do this with actual disabled/cloaked units, becasue their is too many ways that it can crash.



None.

Mar 30 2008, 11:06 pm Falkoner Post #18



Hmm... I've done it without the unit actually moving at all, I just have to order it, the 111 ms is unnecessary from what I know, and you only need it to be a unit to cloak, sprites are if you want it to stack too.



None.

Mar 30 2008, 11:12 pm Brontobyte Post #19



He will figure it out eventually.

I don't think it will work, because he already has the map done, then he goes back in and trys to do something major with it.

Some other things that you could do:

Move the "end of the path" location to the center of the disruption web or visa vursa, to give the effect of it actualy doing something their, instead of looks.

Not sure if you fixed this. The ban with the defiler can kill the defiler with no trigger reviving teh defiler. O_o'



None.

Mar 30 2008, 11:25 pm Twitch Post #20



Well I got it to cloak just 1 again :(.
I want to add something besides i kerri because of her spells.



None.

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