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Has nothing to do with duration between Give Unit and the unit's Order. Giving a unit to P9-12 (and I think P1-8 set to neutral) always retains its movement order. Giving FROM a neutral player back to a human (not sure about a comp) also retains its order.
But you can't, however, give a unit immediately after it spawns, or the rally order itself doesn't get to kick in. |
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The Mayor
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Well I'm talking from experience with my own map. It was a triggered order and give and the order did matter in my testing. And for some reason that I haven't figured out yet the unit would not retain its order about one out of a couple dozen times even after fiddling around with many different things. ![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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Hmm. Devilesk I may know what's going on with that. But yeah, it's not that Give Unit ignores orders, it's that it appears the orders aren't getting to "kick in", per say.
What happens with unit orders is they don't always activate immediately. Rather, they're "queued" for the unit to activate at short intervals. Kinda for the same reason that triggers by default only run every two seconds or so, or the fog of war updates only every 3-5 seconds for each unit, etc. A unit may get its orders its just fine, but those end up in its queue. When a Give Unit occurs, that queue gets emptied. That's why they sometimes don't respond. A solution I'm going to use to try to resolve that is to have a trigger constantly order a unit somewhere on the map, and I'll wrap it with precise locations to detect even a single pixel of movement. When detected, that will indicate when an order has gone through, and then I'll be able to safely use Give Unit to all the other units. Theoretically. This post was edited 1 time, last edit by Tuxedo-Templar: Apr 13 2008, 7:57 pm.
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The Mayor
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The problem I was having seems to be solved in the latest version of the modified Scourgeball map I was making, I'm not entirely sure because I haven't played it in such a long time. And what I was doing at the time to solve the problem working on changing the trigger order and adding delays etc.
![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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Yeah it's weird. But sync does appear to be the issue, since I did manage to get a constant stream of wraiths to pour out uninterrupted. Though it still every so often hiccups with non-wraith units, but I think that's because of another issue. I should have a new prototype ready in a few hours once I get that squared away.
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Hmm. Ok apparently I'm wrong. I got it working now, but I did a test run with the sync features removed, and it still seems to consistently launch. Odd. I wonder what I changed since this morning that suddenly makes it work now...
I knew that theory had to have been way too convenient. Edit: Found something odd. BCs with 1/4 second build time get gummed up when rapidly constructed (don't get to respond to their rally orders before the give, that is). When set to over 1 second build time, the FIRST BC that appears during a rapid sequence gets gummed up. There's gotta be a pattern to this shit somewhere... This post was edited 5 times, last edit by Tuxedo-Templar: Apr 14 2008, 8:03 am.
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Actually I appear to be wrong on that too. For currently I've set my triggers to do just that, and it appears to work under some conditions.
The BC issue is one in particular. Also, the first Wraith or Valk you build stays still, too, but all subsequent ones fly off just fine. Dropships and Science Vessels give me no problems at all. Fuck this. I'm just gonna make the stupid map and stop trying to figure it all out. I'm not being paid by Blizzard to debug their games. |
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Finally. Prototype 2. Complete with spiffy sound effects, text triggers, and other crap. I just went ahead and added a few layers of failsafes. BCs might occasionally hiccup, but it should be smooth enough to make a map with now.
I'm working on the map for it now. I've decided to do something... interesting with it, though. This post was edited 1 time, last edit by Tuxedo-Templar: Apr 15 2008, 6:33 am.
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It's fine idea
Giving units from human to human also retains movement orders (or at least rally point order)... That is checked. I just wanted to ask what would happen when two missles get on on top of each other and one of them stops the movement. Is there a chance that wrong missle (which still in motion) will be removed? ![]() ![]() ![]() ![]() ![]() ![]() |