Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Another Wait Error.
Another Wait Error.
Apr 27 2008, 4:21 am
By: Vrael  

Apr 27 2008, 4:21 am Vrael Post #1



Players: Player 8
Conditions:
Player 8 has suffered exactly 14 Deaths of Cantina (this is fulfilled)
Player 8 has suffered exactly 0 deaths of Alan Turret (this is fulfiled)
Actions:
Create 1 Hero at Location 103 for Player 6
Enable Invincibility at Location 103 for Player 6
Modify Death Counts for Player 8: Set to 15 for Cantina
Modify Death Counts for Player 8: Set to 1008 for Alan Turret (84*12=1008)

Players: Force 1
Conditions:
Player 8 has suffered exactly 15 deaths of Cantina
Current Player has suffered exactly 1 deaths of Alan Turret (fulfilled already)
Actions:
Transmissions (totalling 84 seconds)
Modify Death Counts for Force 1: Set to 16 for Cantina

Players: Force 1
Conditions:
Current Player has suffered exactly 16 deaths of Cantina
Actions:
Center View at Location 32
Display Text
Preserve Trigger

Players: Player 8
Conditions:
Player 8 has suffered exactly 15 deaths of Cantina
Player 8 has suffered exactly 0 deaths of Alan Turret
Actions:
Modify Death Counts for Player 8: Set to 16 for Cantina
Create 1 Townsfolk for Force 1 at Location 32

Players: Player 8
Conditions:
Always
Actions: Subtract 1 death of Alan Turret for Player 8
Preserve Trigger



Player 8 is a computer player, Force 1 has 4 human players in it.
Townsfolk = Terran Civilian
Now, when this is played just by player 1, it works perfectly. You have a Hero unit talking to another guy (84 secs of transmissions) then when it's over, you have your view centered elsewhere and have the option of picking, using the Townsfolk, two things. Text is used to tell you your options. 1008 = 84*12, so as soon as the transmissions are over the Player 8 timer runs out and it creates a Townsfolk there for you. However, when this is played with multiple people, the Transmissions work fine, your view is centered on Location 32 and the text is displayed, but there roughly a 20 second delay until the Townsfolk is created. Why?



None.

Apr 27 2008, 5:28 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Transmission uses a wait in it FYI. IMO, waits are fickle. Try it again, and time it to see if the timer to create 1 townsfolk for force 1 at location 32 is correct with multiple people, or the transmissions are early.

A note, hyper triggers are every .084 seconds, so 84 s = 1000 triggers. Of course if 1008 works perfectly, I can't say anything.

Now, to fix this, Is there any reason you can't put "create 1 townsfolk for current player at location 32" under the transmission trigger? Or, you could set a death counter after the transmissions are over to do this.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 27 2008, 1:19 pm Falkoner Post #3



You can also replace the transmission with a trigger that displays a speaking portrait, has a transmission for 0 milliseconds(for the flashing circle), plays a wav, and you could use death counts to get the time in between correct.



None.

Apr 27 2008, 9:05 pm Vrael Post #4



Yes, but why isn't the Townsfolk created perfectly on time? The Death Count Timer is independant of ANY waits for any player, and it is this timer that dictates the creation of the unit.

In essence, the Death Count Timers run the show, and while the timer is running text is displayed. If the transmissions are too long, they should be cut off by the text from the new trigger. This doesn't happen, and I need to know why.



None.

Apr 27 2008, 9:14 pm Demented Shaman Post #5



Quote from Vrael
Yes, but why isn't the Townsfolk created perfectly on time? The Death Count Timer is independant of ANY waits for any player, and it is this timer that dictates the creation of the unit.

In essence, the Death Count Timers run the show, and while the timer is running text is displayed. If the transmissions are too long, they should be cut off by the text from the new trigger. This doesn't happen, and I need to know why.
I don't think anything is completely independent of a wait. For example, if they were how can hyper triggers owned by one player affect all other triggers?

I have yet to find someone who actually knows what they're talking about when it comes to waits, like specifically knows how they work and how they affect every other trigger, the way Starcraft goes through them. Sure there's speculation and stuff, but there should be some facts. If there were people would be able to use them and know how to avoid such wait problems, rather than just avoiding waits altogether.



None.

Apr 27 2008, 9:25 pm Vrael Post #6



Quote from name:devilesk
Quote from Vrael
Yes, but why isn't the Townsfolk created perfectly on time? The Death Count Timer is independant of ANY waits for any player, and it is this timer that dictates the creation of the unit. In essence, the Death Count Timers run the show, and while the timer is running text is displayed. If the transmissions are too long, they should be cut off by the text from the new trigger. This doesn't happen, and I need to know why.
I don't think anything is completely independent of a wait. For example, if they were how can hyper triggers owned by one player affect all other triggers? I have yet to find someone who actually knows what they're talking about when it comes to waits, like specifically knows how they work and how they affect every other trigger, the way Starcraft goes through them. Sure there's speculation and stuff, but there should be some facts. If there were people would be able to use them and know how to avoid such wait problems, rather than just avoiding waits altogether.

Yea. What he said. But still, generally death counts haven't, in my experience, been affected by waits (when running independantly of each other, of course). What's different in this instance? The 1008 death-count timer (1008dc /(1dc/.084sec) = 84.7 seconds, close enough to 84 for me) SO after these 84 seconds there should be a townsfolk created, but it ends up being created like 20 seconds after 84 seconds is over. What's up?
-----------------------------------------------^ 40 seconds.

Post has been edited 2 time(s), last time on Apr 28 2008, 9:19 pm by Vrael.



None.

Apr 27 2008, 9:46 pm Demented Shaman Post #7



Run some tests and tell us exactly how much they differ by when there's 1, 2, 3, and 4 people in the game. You said it works correctly when there's only one person, but is there a constant difference when there's 2-4 people?



None.

Apr 27 2008, 11:57 pm Falkoner Post #8



Yes, but one wait being blocked stops the rest of the actions in the trigger from running, which might mess up your system.



None.

Apr 28 2008, 8:52 pm Vrael Post #9



I've done some testing, and I've determined that oddly, the delay only occurs when P4 is in the game, and the delay is approximately 40 seconds long. There is no delay unless P4 is in the game. I've determined that the source of this problem is the rate of subtraction of death counts is less than 12 per second during the transmissions. Naturally I've looked through P4's triggers to find something affecting Deaths of Alan Turret for Player 8, but as of yet I cannot find any action modifying deaths of Alan Turret under P4 triggers. Perhaps there's some conflict with hyper triggers and the waits in P4's transmission actions? Can anyone help me?



None.

Apr 28 2008, 9:43 pm Demented Shaman Post #10



Quote from Vrael
I've done some testing, and I've determined that oddly, the delay only occurs when P4 is in the game, and the delay is approximately 40 seconds long. There is no delay unless P4 is in the game. I've determined that the source of this problem is the rate of subtraction of death counts is less than 12 per second during the transmissions. Naturally I've looked through P4's triggers to find something affecting Deaths of Alan Turret for Player 8, but as of yet I cannot find any action modifying deaths of Alan Turret under P4 triggers. Perhaps there's some conflict with hyper triggers and the waits in P4's transmission actions? Can anyone help me?
No, there's nothing to explain why only P4 would cause such a change. There must be some deviation in P4's trigger that's causing the error. I think it's probably just a silly mistake that's being overlooked. Checked everything, first of all is P4 in force 1?



None.

Apr 29 2008, 12:57 am Vrael Post #11



lol yes P4 is in Force 1.



None.

Apr 29 2008, 1:10 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

So, have you used an actual text editor to search? just looking isn't enough usually. Who owns the hyper triggers? If it's a computer player, just give it to them, and you won't have to worry about giving it to other players.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 29 2008, 1:54 am Vrael Post #13



The hyper triggers are owned by player 8, a computer player. I have found every instance of "Alan Turret" in the text editor, and none of them seem to be out of place. It's possible that this is a silly mistake I'm overlooking, but I just can't figure it out. All actions modifying deaths of Alan Turret for Player 8 are owned by Player 8. There are 4 instances of modifying Alan Turret for force 1, and all 4 set Deaths of Alan Turret to 1 for Force 1. Player 8 is not in Force 1.
The thing that gets me, is the rate of death count subtraction is being modified. I suppose I'm going to have to make 1008 triggers to determine what exact death count the rate is being modified at.

With Notepad++, how do I replicate triggers? Can I put a variable in like, starting at 1008, and then just subtract 1 each copy/paste? Unfortunately my actual programming experience is limited.

Post has been edited 1 time(s), last time on Apr 29 2008, 2:57 am by Vrael.



None.

Apr 29 2008, 5:43 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

post the map when all else fails.

To replicate triggers you can either just copy paste, or use Text trigger duplicatior, or trigger duplicator. It's your choice.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 29 2008, 5:44 pm Vrael Post #15



Well I don't want to copy/paste 1000 times, so can anyone provide me with a link to the trigger duplicator programs? I tried the static maplantis but I just get the GG window. The links I googled were junk as well, and everyone in the shoutbox last night ignored me.



None.

Apr 29 2008, 6:18 pm NudeRaider Post #16

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

You have to tweak the links by stitching together the staredit part "http://www.staredit.net/maplantis/" with the respective maplantis part "storage/files/texttrigdupe.zip". Like this:
http://www.staredit.net/maplantis/storage/files/texttrigdupe.zip




Apr 29 2008, 6:46 pm Vrael Post #17



Thanks for the link Nude. But when I extracted the stupid thing I get "Component RICHTX32.OCX or one of its dependencies is not correctly registered: a file is missing or invalid."

Arg?



None.

Apr 29 2008, 6:52 pm rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

Just Google It.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 29 2008, 7:16 pm NudeRaider Post #19

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

Many of the programs on maplantis need a library package of some sort. Try googling and installing common dialog and .net framework 1.1. There might be more. Check the readme's to find out more about specific programs.




Apr 29 2008, 9:11 pm Vrael Post #20



Ok, so I fixed my Trigger Duplicator, made the 1008 triggers so I could test the rate, and I've determined that with P4 in the game the rate of death count subtraction is 8.26 DC/sec. (1008dc/122sec, I timed it in-game with a stopwatch). What's this mean? And if anyone would care to come on battle.net and help me out I'd be appreciative.

Oh, and I tried testing it without the actual transmissions running, no effect...



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