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Creator: gam_crazy
Time: Jul 14 2008, 4:03 pm

Post #1     gam_crazy Jul 14 2008, 4:03 pm

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i read the post about cloaking pylons, and tried to cloak a terran firebat after reading how to do it. In the example on that post he used waits. I cant use waits because of hyper triggers, and when i disable then enable the firebat, if i go down to where it is, there is a doodad sitting there and the game crashes. Also i cant move the unit with triggers after, being disabled, enabled, or changed player. Can you stuff using the doodad state without using waits??
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Post #2     Ahli Jul 14 2008, 4:20 pm

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you can use a death count timer instead. The waits have only the effect that they let out 1/8 game second. With hypertriggers you can just build a small dc timer:

set dc to 1 //start the process

between every line is a single trigger explained
_____________________________
dc = (exactly) 1 -> create 1 firebat, disable doodad state
_____________________________
dc = 2 -> enable doodad state
_____________________________
dc = 3 -> disable doodad state
_____________________________
dc = 4 -> order to move
_____________________________
dc = 5 -> move the unit away and give it to the player, set DC to 0
_____________________________
dc > (at least) 1 -> set dc to 0
_____________________________
and don't forget to preserve trigger in every trigger ;P.

That should work, or?
I'm not used to disabling different units. It should work like this or do you need to wait longer?
This post was edited 1 time, last edit by Ahli: Jul 14 2008, 6:41 pm.  Reason given: made a mistake in the triggers ;P now it works falkoner ^^
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Post #3     NudeRaider Jul 14 2008, 5:29 pm

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You can use hyper triggers and waits the same time:

Either give the hypers to a player who doesn't run the cloak triggers
- OR -
if you have the hyper triggers for all players simply move them to the bottom of the list.

Usually it's preferrable to use death counters but in this case you'd need a bunch of triggers which is probably not necessary.
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Post #4     Falkoner Jul 14 2008, 6:28 pm

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Actually, that's not a doodad there, it's a sprite, this sprite to be exact:
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And most units will create it above them when they change into a state that will cause a crash, now, often enabling the unit after they enter that state will make it so they no longer crash, but many units crash, whether or not you do it right, you just have to test them out.

And Ahli, you'd want those triggers in reverse order, so they don't just trigger the conditions for eachother all in a line.
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Post #5     O)FaRTy1billion[MM] Jul 15 2008, 1:08 am

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You only need to wait after set doodad state... Everything else can be lumped together.

And that is a doodad sprite.
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Post #6     [The Great Yam]:] Jul 15 2008, 1:25 am

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Have you guys ever figured out why that is the sprite that crashing units usually create?
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Post #7     O)FaRTy1billion[MM] Jul 15 2008, 1:52 am

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Because its ID is 0. I never knew anyone was wondering. :O
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Post #8     Vrael Jul 15 2008, 6:21 am

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On a related note, I'm cloaking a hydralisk in my map. Now, about 90% of the time it works fine. I'm using a death-count-timer disable-enable-enable method. But occasionally, it still crashes. Here is the error I get: "The exception unknown software exception (0xc0000005) occurred in the application at location 0x004d541e" Then I click "ok" and starcraft closes. Can anyone tell me what that error means (I don't hex edit anything) and a way to fix it? I'm not even sure what's happening differently that 10% of the time.
The way my cloaking system is setup, you bring your dude to a beacon somewhere, and it creates a hydralisk for a computer player that you do not share vision with at the top of the map (so that the sprites don't build up since this can happen multiple times), then it disables enables enables moves it, teleports it to the selection area and gives it to you. Any ideas?
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Post #9     NudeRaider Jul 15 2008, 9:22 am

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I suppose it depends on which frame of the hydralisk animation is showing.
Would make sense, since BCs (or was it another unit?) work fine until you fly south.

In those 90% is it stable after you successfully cloaked? In that case you could make it more reliable when you find out which frame(s) cause a crash and order the unit the opposite direction just before cloaking it.
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Post #10     rockz Jul 15 2008, 11:17 am

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Quote from Vrael
On a related note, I'm cloaking a hydralisk in my map. Now, about 90% of the time it works fine. I'm using a death-count-timer disable-enable-enable method. But occasionally, it still crashes. Here is the error I get: "The exception unknown software exception (0xc0000005) occurred in the application at location 0x004d541e" Then I click "ok" and starcraft closes. Can anyone tell me what that error means (I don't hex edit anything) and a way to fix it? I'm not even sure what's happening differently that 10% of the time.
The way my cloaking system is setup, you bring your dude to a beacon somewhere, and it creates a hydralisk for a computer player that you do not share vision with at the top of the map (so that the sprites don't build up since this can happen multiple times), then it disables enables enables moves it, teleports it to the selection area and gives it to you. Any ideas?
If you're only cloaking hydras, create a burrowed hydra, then order it to move, then make an arbiter, in 3 trigger runs on hypers. Instant permacloak.
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Post #11     Falkoner Jul 15 2008, 4:47 pm

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Instant permacloak.

Until you burrow again :P The disable enable enable method keeps them cloaked, even when you burrow.
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Post #12     rockz Jul 15 2008, 6:15 pm

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who needs burrowing, anyway? They're invisible already...
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #13     Vrael Jul 15 2008, 6:26 pm

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The other 90% of the time the hydralisk is stable. I have no idea how to figure out what frame it crashes on, unless it can be determined from the error I posted up above.

Rockz, would your method be something like this:

Conditions: 2 death of unit Y
Actions: Create 1 Arbiter at Location X



Conditions: 1 death of unit Y
Actions: Order Hydralisk at Location X to Move to Wherever
Add 1 death of unit Y


Conditions: "Time to make the hydralisk!"
Actions: Create 1 burrowed Hydralisk at Location X
Add 1 Death of Unit Y

Is that right? Just have each trigger run on a separate cycle?

And how would I go about figuring out which frame is the problem?
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Post #14     Falkoner Jul 15 2008, 6:29 pm

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Just try ordering it in a random direction, and if it doesn't crash, stick with it.
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Post #15     rockz Jul 15 2008, 7:03 pm

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Quote from Vrael
The other 90% of the time the hydralisk is stable. I have no idea how to figure out what frame it crashes on, unless it can be determined from the error I posted up above.

Rockz, would your method be something like this:

Conditions: 2 death of unit Y
Actions: Create 1 Arbiter at Location X



Conditions: 1 death of unit Y
Actions: Order Hydralisk at Location X to Move to Wherever
Add 1 death of unit Y


Conditions: "Time to make the hydralisk!"
Actions: Create 1 burrowed Hydralisk at Location X
Add 1 Death of Unit Y

Is that right? Just have each trigger run on a separate cycle?

And how would I go about figuring out which frame is the problem?
That looks right. Test it out to make sure it works, that's how I did it, but I didn't bother to save the map, since it's only 3 triggers.
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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