Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Probe mining minerals half a map away
Probe mining minerals half a map away
Nov 1 2008, 6:42 pm
By: Elvang  

Nov 1 2008, 6:42 pm Elvang Post #1



After this trigger action is run, Run Brood Wars Protoss Town A at Location X, a probe that is sitting on a 1x1 island surrounded by water begins mining a mineral field on the other side of the map. The probe, mineral field, and a nexus are all in Location X. It does not actually go to the mineral field as I've checked with triggers and observed the probe begin the mining animation while sitting on the island. The probe is preplaced with invincibility for Player 4, a computer. I have tried using different AI's with little success, the probe still mines 'telekinetically'. What is going on here and how can I stop it?

Post has been edited 3 time(s), last time on Nov 1 2008, 7:00 pm by Elvang.



None.

Nov 1 2008, 8:13 pm NudeRaider Post #2

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

I know a glitch that lets you mine from afar if you recall the worker to unwalkable terrain. Are you executing the recall AI script?




Nov 1 2008, 8:18 pm Elvang Post #3



Nope, they are preplaced there, the only action currently affecting them is the run ai script.



None.

Nov 1 2008, 10:47 pm Falkoner Post #4



Does it finish mining, or does it just play the animation?



None.

Nov 2 2008, 5:38 am Elvang Post #5



Yea, it finishes mining.



None.

Nov 2 2008, 5:42 am Falkoner Post #6



What trigger actions are ever performed on the probe?



None.

Nov 2 2008, 5:50 am Elvang Post #7



Originally they would be teleported to their little islands first then a Run Ai Script at Location with Brood Wars Protoss 1 Town A. Thought they might be grabbing it during the teleport so I removed it and preplaced them there, that run ai script is literally the only thing affecting them at the moment and they still mine.



None.

Nov 2 2008, 6:07 am Falkoner Post #8



Do you ever teleport them back to the main area?



None.

Nov 2 2008, 6:16 am Elvang Post #9



Yea, once a certain unit dies they are pulled to the main area, but they begin mining before the first level is even finished generating(IE the only triggers whose conditions are being met are the level gen triggers).



None.

Nov 2 2008, 9:03 am Falkoner Post #10



How are you detecting the death of that unit?



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Nov 2 2008, 9:38 am Elvang Post #11



The unit doesn't really die, theres a location following it, and when it and the main character touch under certain circumstances it is moved to storage and a probe is put in its place.



None.

Nov 2 2008, 3:34 pm Falkoner Post #12



Hmm, well, one thing, why does it need to be preplaced, why can't you just create it when you need it?



None.

Nov 2 2008, 9:42 pm O)FaRTy1billion[MM] Post #13

👻 👾 👽 💪

Are you trying to teleport it to unpassable terrain? That is what usually causes this glitch.



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Nov 2 2008, 10:39 pm Falkoner Post #14



Try just posting any triggers related to the probe at all, heck, if you post the map we could probably find it that much faster.



None.

Nov 3 2008, 1:25 pm Elvang Post #15



O)FaRTy1billion[MM]

All of the locations are over walkable terrain. None of the triggers that teleport them are able to run though until the level generation trigger is done running.


Falkoner

I preplace the probes and run the Ai script during level generation because the probes don't seem to start mining immediately after the script is run (takes about 5 seconds).

The map is up in showcase, here is the attachment.
[attach=1962]

All triggers related to the probes during that period.
Collapse Box


Attachments:
Pac-Man.scx
Hits: 4 Size: 333.12kb

Post has been edited 2 time(s), last time on Nov 3 2008, 1:49 pm by Elvang.



None.

Nov 3 2008, 3:13 pm rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm not in a situation where I can see the map, but here's an idea: Make the probe carry something else (ie... powerup).



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

Nov 3 2008, 4:07 pm Elvang Post #17



Didn't want to double post, heres the original one in a collapse box.
Collapse Box


Ok, I went through and removed triggers from each system one at a time to find the culprit. Rather tedious and boring, but I did find the offending trigger. Added some more conditions to it to prevent what happens at Trigger D and E from happening continually during level generation. Not sure how it was allowing the probes to mine though. Basically this is what the triggers did in order:
Trigger A: Set level generation switch
Trigger B: Center location on enemy unit within arena as long as unit is in arena(preserve)
Trigger C: Start level generation, entails moving enemy unit to storage(outside arena)(preserve)
Trigger D: Detects enemy unit being in storage at same time as probe, thinks the unit died so it moves probe to location moved above(preserve)
Trigger E: Detects probe near minerals so it sticks it back in storage(preserve)
Trigger F: Runs Protoss Town 1 A

Triggers D and E then would continue looping during the level generation process. Wouldn't the moves normally interrupt a probe mining? The locations being moved to are all over walkable terrain during the level gen process.

Post has been edited 2 time(s), last time on Nov 3 2008, 5:55 pm by Elvang.



None.

Nov 3 2008, 9:47 pm O)FaRTy1billion[MM] Post #18

👻 👾 👽 💪

Quote from Elvang
Triggers D and E then would continue looping during the level generation process. Wouldn't the moves normally interrupt a probe mining? The locations being moved to are all over walkable terrain during the level gen process.
I've never tried successfully teleporting the probe and seeing if the mining is interrupted, but if it cannot move to the destination location it will cause them to stop and mine no matter the distance. AIs do weird things sometimes... so who knows.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Nov 3 2008, 10:24 pm Elvang Post #19



I've been testing it out on a new map with a similar setup for terrain since it'd be a kinda cool effect to use, just ordering the ai script to run and then teleporting the units back and forth quickly doesn't cause them to begin mining though.

Post has been edited 2 time(s), last time on Nov 3 2008, 10:56 pm by Elvang.



None.

Nov 3 2008, 11:08 pm NudeRaider Post #20

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

A recall to unwalkable terrain (that's how the glitch works) is not so different to the effect of a teleport to unwalkable terrain trigger. I suppose with the right timing (timing is important!) you could just reproduce the glitch via triggers.

When you try the glitch you have to recall the probe, then during the recall animation quickly order the worker to mine. If you time it right it will start mining on the spot. Maybe it also has to be near a cliff.
That means you have to time the activation of the AI so that the workers start mining just before the teleport trigger fires. (in theory)




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