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A 43 minerals well spent.
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The triggers seem fine (though, you could have done it all using one death counter). The only thing I can think of is that they players are getting a bad combination on the random switches. Using three switches you will have eight outcomes, but you said there were six possible respawn locations. Also, 255 deaths is a little more than 21 seconds. Fibber.
@Matt: It's not that hard to just read what the triggers actually say. Is it really that hard to understand when you see something like SetDeaths(CurrentPlayer, SetTo, 0, Ultralisk Cavern);? ![]() ![]() ![]() ![]() ![]() ![]() |
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Truth isn't defined by opinions or numbers of them..
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Oh well i have the last two possible outcomes rigged to reset the triggers to randomize the switches again. As for the death count randomization.. Could you plz explain this in detail? Last time i checked there was no tutorial on this. Add deathcounts over 6, reset it, and then what o.o About matt not understanding, i have starforge set to display trigger conditions as Unit:number instead of Unit:unit, so that i can write proper UED triggers, and matt was reading numbers in my conditions. I changed this while matt was posting his post. ![]() ![]() ![]() ![]() ![]() ![]() -Clan Orig Map Maker-
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Truth isn't defined by opinions or numbers of them..
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If the conditions are based on numbers 1-6, wouldn't the trigger condition listening for 1 always fire.. followed by the other 5.. I dont understand how this generates randomization. It looks like a set death count trigger with a set pattern of respawn locations. Is that what you mean? A set list of respawns? Id rather have actual randomization with switches, as I doubt they are the root of the bug.
My guess is that splash damage is what is causing the problem, but ive used in conditions listening for deaths 'at least 1 death of unit 'x'', so splash shouldn't be a problem. Also I checked through all my other triggers, and im not using the same unit for death counts at all anywhere else. The bug seems to occur when two ppl are dead at the same time, which is very unlikely to happen with two players, so i might just need to copy my triggers so each player has a different set instead of applying the respawn triggers to six players at once using 'current player'. Ill keep trying different things to pinpoint the problem. ![]() ![]() ![]() ![]() ![]() ![]() -Clan Orig Map Maker-
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Truth isn't defined by opinions or numbers of them..
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Hey thanks, im really sure that was the problem! Although ive played this map for an hour at a time testing things.. and I didnt have a respawn problem which is wierd!
Anyways thanks again fwop_, yu were my idiot check But I'd still like falkoner to answer me ![]() ![]() ![]() ![]() ![]() ![]() -Clan Orig Map Maker-
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Write your own destiny, or else someone will write it for you!
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Nah... Death counter randomization is not a pattern, unless you respawn your guys every trigger loop.
You are ALWAYS (if dead, or not) adding 1 to the death count. So as soon as someone dies it depends on the time of his death which value the dc will have. And after the game is running for several ten seconds you will definately not be able to telll where you will respawn. (Whereas you could say that after 0,5s (=6 trigger loops) you respawn at location 1 again.) I think you thought that the dc is only increase upon death of a player, which is not true. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |