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Mappr
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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 times, last edit by Ahli: Jul 14 2008, 6:41 pm. Reason being: made a mistake in the triggers ;P now it works falkoner ^^
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Write your own destiny, or else someone will write it for you!
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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. ![]() ![]() ![]() ![]() ![]() ![]() ![]() sonsofwar.pyrom.net/current/index2.html_0% 100% |
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Taking StarCraft Map Making to the Limit!
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Actually, that's not a doodad there, it's a sprite, this sprite to be exact:
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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Remember the game! P.s.: Feldspar.
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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. ![]() ![]() ![]() ![]() ![]() ![]() Badlands 128 Minimap Colors I like
Platform 95 Minimap Colors Install 85 Minimap Colors What is this table, you ask? Ashworld 92 Minimap Colors I made images that list all the Jungle 105 Minimap Colors tiles' minimap colors arranged Desert 109 Minimap Colors by tileset groups (i.e. tileset Ice 94 Minimap Colors index.) Twilight 97 Minimap Colors I could make my own SCPM... |
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Remember the game! P.s.: Feldspar.
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Because its ID is 0. I never knew anyone was wondering.
![]() ![]() ![]() ![]() ![]() ![]() Badlands 128 Minimap Colors I like
Platform 95 Minimap Colors Install 85 Minimap Colors What is this table, you ask? Ashworld 92 Minimap Colors I made images that list all the Jungle 105 Minimap Colors tiles' minimap colors arranged Desert 109 Minimap Colors by tileset groups (i.e. tileset Ice 94 Minimap Colors index.) Twilight 97 Minimap Colors I could make my own SCPM... |
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Title Pending.
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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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Write your own destiny, or else someone will write it for you!
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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. ![]() ![]() ![]() ![]() ![]() ![]() ![]() sonsofwar.pyrom.net/current/index2.html_0% 100% |
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Title Pending.
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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? ![]() ![]() ![]() ![]() ![]() ![]() |