Confused.......
Jun 29 2008, 12:55 am
By: Twitch  

Jun 29 2008, 12:55 am Twitch Post #1



Ok Oo.IcY.oO and I are making a fun team map and ran into a problem.
We are doing the cloaking thing and it just randomly crashes.
I mean really it will work sometimes crash other times.
I have the trigger laid out like this-
Code
Trigger("Player 1"){
Conditions:
    Bring("Current Player", "Protoss Observer", "hydra", At least, 1);
    Bring("Current Player", "Any unit", "Cloaking area", Exactly, 0);

Actions:
    Center View("Middle");
    Move Unit("Current Player", "Protoss Observer", All, "hydra", "teleportback1");
    Create Unit("Player 7", "Zerg Hydralisk", 1, "p1cloak");
    Set Doodad State("Player 7", "Zerg Hydralisk", "p1cloak", disabled);
    Wait(0);
    Set Doodad State("Player 7", "Zerg Hydralisk", "p1cloak", enabled);
    Wait(0);
    Set Doodad State("Player 7", "Zerg Hydralisk", "p1cloak", enabled);
    Wait(0);
    Order("Player 7", "Zerg Hydralisk", "p1cloak", "p1cloak1.1", move);
    Wait(0);
    Move Unit("Current Player", "Zerg Hydralisk", All, "Cloaking area", "Middle");
    Give Units to Player("Player 7", "Current Player", "Zerg Hydralisk", 1, "Cloaking area");
    Move Unit("Current Player", "Zerg Hydralisk", All, "Cloaking area", "Middle");
    Center View("Middle");
    Preserve Trigger();
    Comment("Hydra Create");
}

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


I find nothing wrong with the trigger :/.
I do noticed that it isn't cloaked when I first control it though.Maybe there are ways to improvet this trigger?

Edit/update: Well I tried fixing myself and now everything seems to go well except the damn templar and hydra they are the only ones crashing randomly on ICY and I.
Here is the templar trigger-
Code
Trigger("Player 1"){
Conditions:
    Bring("Current Player", "Protoss Observer", "hightemplar", At least, 1);
    Bring("Current Player", "Men", "Middle", At least, 2);
    Bring("Player 7", "Any unit", "p1cloak", Exactly, 0);
    Bring("Player 7", "Any unit", "p1cloak1.1", Exactly, 0);

Actions:
    Center View("Middle");
    Move Unit("Current Player", "Protoss Observer", All, "hightemplar", "teleportback3");
    Create Unit("Player 7", "Protoss High Templar", 1, "p1cloak");
    Wait(0);
    Set Doodad State("Player 7", "Protoss High Templar", "p1cloak", disabled);
    Wait(0);
    Set Doodad State("Player 7", "Protoss High Templar", "p1cloak", enabled);
    Wait(0);
    Set Doodad State("Player 7", "Protoss High Templar", "p1cloak", enabled);
    Wait(0);
    Order("Player 7", "Protoss High Templar", "p1cloak", "p1cloak1.1", move);
    Wait(0);
    Move Unit("Current Player", "Protoss Dragoon", All, "Cloaking area", "Middle");
    Give Units to Player("Player 7", "Current Player", "Protoss High Templar", 1, "Cloaking area");
    Move Unit("Current Player", "Protoss High Templar", All, "Cloaking area", "Middle");
    Center View("Middle");
    Preserve Trigger();
    Comment("HTemp Create");
}

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


Post has been edited 1 time(s), last time on Jun 29 2008, 1:19 am by Twitch.



None.

Jun 29 2008, 1:29 am Kaias Post #2



There are a couple tutorials on the effects of the disable enable enable on each unit. I can't say this for sure but I'm pretty sure that the doodad action only works on the leftmost unit in the location.

Honestly I didn't read into your post, I'm pretty limited on time right now, but if the trigger somehow acts on a unit not intended it may be one where it crashes.



None.

Jun 29 2008, 1:52 am Twitch Post #3



Quote from Kaias
There are a couple tutorials on the effects of the disable enable enable on each unit. I can't say this for sure but I'm pretty sure that the doodad action only works on the leftmost unit in the location.

Honestly I didn't read into your post, I'm pretty limited on time right now, but if the trigger somehow acts on a unit not intended it may be one where it crashes.
Ahh I know that that is why I made it build only when there is 0 units in the area.



None.

Jun 29 2008, 4:27 am Gigins Post #4



It probably crashed when the disabled unit is in your screen, that's why it seems to be random.



None.

Jun 29 2008, 4:29 am Twitch Post #5



Quote from Gigins
It probably crashed when the disabled unit is in your screen, that's why it seems to be random.
It never comes to the screen until cloaked.
I also have a new question,how the heck to disable the larva without crashing =[.



None.

Jun 29 2008, 4:33 am Gigins Post #6



Quote from Twitch
Quote from Gigins
It probably crashed when the disabled unit is in your screen, that's why it seems to be random.
It never comes to the screen until cloaked.
That's the answer my friend.



None.

Jun 29 2008, 6:15 am NudeRaider Post #7

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

Afaik when you cloak hydras it will always crash eventually. You cannot do anything about it.
I haven't really checked your triggers but they're probably correct.

I suppose its one of the animation frames that causes the crash. And when the hyd is idle and turns to that frame - bam - you got a crash.
It's similar with bcs (could be another unit though) they never crash unless they fly south.




Jun 29 2008, 3:13 pm Twitch Post #8



Humm that fixes that.Now though I know about the zerg cloaking thing thanks to loveless and Lethal.My only problem is getting the larva to cloak without crashing.
Can someone help me out with that?



None.

Jun 29 2008, 3:22 pm Pyro682 Post #9



There is always arbs if you cant find a way to cloak them using disabling and all that fancy stuff... Just have the arbs up on a cliff where no one can see them if all the players see is ground units on lower elevations.



None.

Jun 29 2008, 3:35 pm Twitch Post #10



Quote from Pyro682
There is always arbs if you cant find a way to cloak them using disabling and all that fancy stuff... Just have the arbs up on a cliff where no one can see them if all the players see is ground units on lower elevations.
Well two problems with that,it is a defense/arena map.
Also It just wastes space.



None.

Jun 29 2008, 4:11 pm rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

Why don't you use an arbiter to permacloak instead of disabling? It's much safer, and just as accurate.



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

Jun 29 2008, 4:13 pm Twitch Post #12



Quote from rockz
Why don't you use an arbiter to permacloak instead of disabling? It's much safer, and just as accurate.
Look at what I said...
I can also say it looks un professional.
Can someone just answer my second question and quit saying oh use arbiter it will work....



None.

Jun 29 2008, 4:21 pm NudeRaider Post #13

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

Be patient young padawan -.-

I have never cloaked myself but from what I've read there is nothing you can do wrong except giving vision too early/forgetting order (sprites).

So if it crashes you can't do anything about it. That's why ppl are suggesting workarounds.




Jun 29 2008, 4:24 pm rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Twitch
Quote from rockz
Why don't you use an arbiter to permacloak instead of disabling? It's much safer, and just as accurate.
Look at what I said...
I can also say it looks un professional.
Can someone just answer my second question and quit saying oh use arbiter it will work....
You'll never see the arbiter, since HOPEFULLY you'll just remove it after you cloak the hydra...

How is that unprofessional?

I realize this doesn't help with larvae or the high templar, but you might just consider taking the high templar out.

As for larvae, have you tried sprites?



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

Jun 29 2008, 5:43 pm Twitch Post #15



Well after trying a few different things I fixed the larva trigger now back to the high templar trigger....
I do not wont to toss it in the trash can yet only because with that trigger I can make cloaked archons :/.



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