Direct Damage
Jan 19 2009, 3:30 pm
By: payne  

Jan 19 2009, 3:30 pm payne Post #1

:payne:

Okay, I'm attaching 2 maps. The Test 2 is the one working (but too slow).
Lethal suggested me to try to afflict the damage directly and not 1 per 1 so it can go faster (which was the reason why I made Test 3).
Though, the Test 3 is just simply buggy and I wonder why...
Would you please help me with this? I'm stuck with that bug long enough now, I gotta carry on with my D2 map.
Thanks for explaining how you fixed ^^
(You can fix either Test 2 to make it faster or Test 3 to make it work)
P.S. Move the dropship once to be under the mode "Multiple Hit" (which is the only one working for now). To cast correctly, Select Scourge and Wraith and Shift + Click somewhere.

Some infos to help you go through my triggers:
Switches are clearly identified, same for sections/categories.
The DCs are: Terran Marine = Damage left to deal, Terran Marker = Damage supposed to be dealt (used to reset the Terran Marine DC once it reaches 0).
Have fun :D

Attachments:
D2 test 2.scx
Hits: 1 Size: 45.29kb
D2 test 3.scx
Hits: 3 Size: 44.99kb
DirectDamage.scx
Hits: 1 Size: 43.85kb



None.

Jan 20 2009, 2:53 pm JaFF Post #2



I can't view the maps you attached from the uni computers, but I've done some work with the Direct Damage system. Explain (in detail, with an organized post please) what is happening and maybe I'll be able to help in a few days time.



None.

Jan 21 2009, 12:16 am payne Post #3

:payne:

In the Test 2 map, when I would cast the "fireball" (under Multiple Hit because it is actually the only one that is well triggered), if it gets to hit a unit, it would move it to a little area where I move the appropriate number of scarabs under the unit (based on the damage dealt selected via the zergling at the top of the map). The damage dealt is equal to the number of deaths of Terran Marine a certain player has (forgot which one). So I would simply move 1 scarab under the unit, then deduct 1 from the DC of Terran Marines and remove the scarab. It would do so until the DC hits '0' (I copied multiple times the trigger and had the condition that the player has suffered of more than 0 deaths of Terran Marines). When it would reach '0', the unit would get moved back to where it got shotted and I would use an other DC to set back the Terran Marines' DC back to its initial value (in this case, Terran Markers (so we could simply say that, in fact, the zergling would only change the value of the Terran Marker and the Terran Marine DC would be adjusted in function of it)).
Of course, making it deal damage 1 per 1 is very slow, even for only 10 damages, so imagine when I'll reach the 300 damages (or even more in D2) :S
So I tried... Test 3!
In this map, no more Terran Markers since I used the Terran Marine as an equal number of scarabs moved all at once under the unit. The problem is that more your cast takes long to end (more you cast it far), more the damage dealt would grow... I'm suspecting my move back trigger, but I couldn't find how to fix it...

And I'd also love to try to get the community to fix one of the glitches the Waypoint Cast System has: since the scourge (2nd unit selected, the moving one, when you want to cast) is moving to the right, when you would move it over the caster, it would keep that pattern so if you cast a spell at your left, it spin around which reduces the effectiveness...

Thanks for help! :D



None.

Jan 21 2009, 10:59 am JaFF Post #4



Quote from payne
In the Test 2 map, when I would cast the "fireball" (under Multiple Hit because it is actually the only one that is well triggered), if it gets to hit a unit, it would move it to a little area where I move the appropriate number of scarabs under the unit (based on the damage dealt selected via the zergling at the top of the map). The damage dealt is equal to the number of deaths of Terran Marine a certain player has (forgot which one). So I would simply move 1 scarab under the unit, then deduct 1 from the DC of Terran Marines and remove the scarab. It would do so until the DC hits '0' (I copied multiple times the trigger and had the condition that the player has suffered of more than 0 deaths of Terran Marines). When it would reach '0', the unit would get moved back to where it got shotted and I would use an other DC to set back the Terran Marines' DC back to its initial value (in this case, Terran Markers (so we could simply say that, in fact, the zergling would only change the value of the Terran Marker and the Terran Marine DC would be adjusted in function of it)).
Of course, making it deal damage 1 per 1 is very slow, even for only 10 damages, so imagine when I'll reach the 300 damages (or even more in D2) :S
So I tried... Test 3!...
I don't understand what seems to be the problem. Is it simply not dealing any damage? Anyway, I'll point out anything I can think of at the moment... 'your unit' is the unit that is getting the damage.

Check for the following mistakes:

-You move all the required scarabs in one trigger loop. In other words, you copied the 'move trigger' enough times.

-You mentioned that you remove the scarabs after the DC hits 0. Make sure you are not removing them right after moving them. If that is the case, just move your 'remove' trigger so that it is above the 'move' triggers - that way it will fire only in the next trigger loop, which is what we need (this is a generalized approach; maybe your triggers have something that would prevent this from working).

-If your problem is that the scarabs don't deal as much damage as they should, it is happening because you need a target right under your unit (the target is a burrowed unit of the same player that the scarabs were shot at). In my test map, the REAVER's target is a hero ling, and the target moved under your unit is a usual ling. SP suggested that the scarabs consider the usual ling a better target, thus attack it and dealing damage to anything around it as a result.
Quote from payne
In this map, no more Terran Markers since I used the Terran Marine as an equal number of scarabs moved all at once under the unit. The problem is that more your cast takes long to end (more you cast it far), more the damage dealt would grow... I'm suspecting my move back trigger, but I couldn't find how to fix it!...
Sorry, but I couldn't understand what you're saying here.

Anyway, you must tell me what your problem is, otherwise I won't be able to help you.

Also contact SP in case he discovered anything new regarding this system.



None.

Jan 21 2009, 1:07 pm payne Post #5

:payne:

Okay, Test 2 was the one actually WORKING xD
All you've said was already done :P (except that I have a Wait(0) instaid of having 'remove' before 'move')
The only problem of Test 2 is that IT IS NOT ENOUGH FAST because I deal the damage one per one until it hits the damage supposed to be dealt...
Which is why I tried to do Test 3: move in one trigger all the scarabs that are supposed to deal the chosen damage. The problem is that they do not deal the right amount of damage :O
... I don't know why... you really need to open the map I've uploaded I think ^^



None.

Jan 22 2009, 1:19 pm JaFF Post #6



Never use waits if you can do without them. Anyway, back to the subject:
Quote from payne
Which is why I tried to do Test 3: move in one trigger all the scarabs that are supposed to deal the chosen damage. The problem is that they do not deal the right amount of damage :O
... I don't know why... you really need to open the map I've uploaded I think ^^
Explain more about how it is not dealing the right damage: is it too much? is it not enough? is it not enough with an element of randomization to it? are there any patterns to the mistake?

I can't open the map - I don't have any editor or SC.



None.

Jan 22 2009, 11:51 pm payne Post #7

:payne:

Lethal told me that having the hyper triggers set for a specific computer player that doesn't use any wait would prevent wait blocks :O
And how to avoid doing Wait(0)? How to do those with DCs or any other technique? :O

For the damage, well, I've remarked that it would be either not enough if the spell is cast too near and too much if casted too far... I tried to check my triggers but didn't see anything...

It would really be useful to have someone else that could open it because I don't think we'll solve this by discussing xD



None.

Jan 23 2009, 12:07 pm JaFF Post #8



Quote from payne
Lethal told me that having the hyper triggers set for a specific computer player that doesn't use any wait would prevent wait blocks :O
And how to avoid doing Wait(0)? How to do those with DCs or any other technique? :O

For the damage, well, I've remarked that it would be either not enough if the spell is cast too near and too much if casted too far... I tried to check my triggers but didn't see anything...

It would really be useful to have someone else that could open it because I don't think we'll solve this by discussing xD
You can just design your triggers to avoid any 'Wait' commands. All wait intervals can be imitated by deathcounters (up to 1/11.8 second accuracy).

If we assume that the triggers that deal the damage are correct, then the possible problem is in the deathcounter that sets the amount of damage to be dealt.

I doubt anyone will help you in this thread, since I've beed talking to you over the past two days and noone replied. You should contact SP personally and ask for assistance.



None.

Jan 23 2009, 12:49 pm payne Post #9

:payne:

Anyways... Thank you very much for your help :D <3 :hurr:



None.

Jan 23 2009, 5:53 pm SelfPossessed Post #10



As I said before, I can't understand your triggers. My advice now would be to stop trying to build everything at once. Start with something simple, then gradually increase its complexity. Make a separate Direct Damage map using Dark Swarm or something to ensure that the Waypoint Casting System isn't interfering. When you're confident about both, then put them together.



None.

Jan 23 2009, 10:32 pm payne Post #11

:payne:

SelfP, as I've said, I know my Waypoint Casting system is working (except maybe the spell modes, but they shouldn't interfere anyway) and my Direct Damage is working too. All I want to know, is how to make it faster because it's seems that my try at making it deal damage all at once didn't work.
Any suggestions? The test map does damages only 1 per 1, may I remind you? So I have no reference except you guys and myself. To me, my system should work, but meh, it isn't...
SelfP what you don't understand in my triggers? I've got comments and all, I even named units :O Plus, I said to what were corresponding each DC previously.



None.

Jan 24 2009, 5:53 pm SelfPossessed Post #12



I commented my demo map. The chance that anyone else will understand what does what is pretty low. Lethal commented FRAGs. The chance anyone will understand that is also pretty low. Different people can trigger the same system differently as well.

Nonetheless, make a direct damage map by itself. You are ASSUMING that your waypoint casting system is working. Assuming is bad. Remove as many possible variables that could affect the system so you know precisely where the problem is.

You could also use a lot of display message as an indicator of which triggers are running. That helps debugging as well.

Also, I did tell you that I didn't finish with the storage system on your map. It currently only stores 16, not 70, scarabs continuously. You need to finish it. There's a chance that your problem lies in the incomplete storage area.



None.

Jan 25 2009, 3:42 am payne Post #13

:payne:

It does store only 16 scarabs because you've said to me that as soon as the number of scarabs is equal to the number of reavers created, I must remove the scarabs and since I create only 16 reavers, then I can only have a max of 16 stored scarabs... In my triggers, I've setted it to a max of 70 because you also said to me that I needed to restrict the number of scarabs to prevent from SC disabling some attacks.



None.

Jan 26 2009, 12:49 pm JaFF Post #14



Quote from payne
It does store only 16 scarabs because you've said to me that as soon as the number of scarabs is equal to the number of reavers created, I must remove the scarabs and since I create only 16 reavers, then I can only have a max of 16 stored scarabs...
SP, why did you tell him that? :wtfage: The best way to store scarabs (imo) is to create a reaver, and remove it when it attacks the target; then just create another one, etc... I could get atleast 22-25 scarabs (at times even 29) in the hold. If you fear that the scarabs will be used faster than they will be created, just create more reavers. Just be sure to adjust the location that detects the scarab shot so that the system works as fast as possible.

SP, I think I've sent you my latest test map some time ago that used this system to damage Jim Raynor. Send it to payne if he needs it please.



None.

Jan 26 2009, 2:50 pm payne Post #15

:payne:

Could someone please right a Wiki about that?
I'm confused now :S
... I get the basics and can make it work, BUT it isn't perfected at all: WAY too slow :'(



None.

Jan 26 2009, 4:01 pm SelfPossessed Post #16



Jaff, I am doing that except in a much more precise fashion. Payne asked me to fix his storage system 3am in the morning. I was sleepy. I only got partway done, hence why it only stores 16 scarabs instead of 70. I, however, do not know about his damage problem.

It takes a Reaver about 10 or so trigger cycles to shoot its Scarab. A Random Suicided Scarab dies in about 45 trigger cycles. The way I do it then is to create new Reavers every 35 trigger cycles or when an ability uses them. Once the number of Scarabs I want is reached, I remove the Reavers 3 or so at a time (reduces lag) and replace the old Scarabs with the new ones. The problem is that creating a large number of Reavers quickly can and will lag (removing isn't a problem usually), hence why Payne wanted to reach a max of 70 Scarabs but only in increments of 16 Scarabs.

You also don't need to adjust any location for the Scarabs. Just continually move all Scarabs from where the Reavers are to a tiny isolated location. You can then detect how many Scarabs are in the tiny location. As a side effect, due to the continuous moves, the Scarabs will also stack.



Payne, the damage seems to be done in increments of 1. If you want to deal 10 damage with Scarabs that each deal 1 damage, just move 10 Scarabs to the location. It looks like you're only moving 1 Scarab every trigger cycle or it's just 1 Scarab damaging the unit continuously.



None.

Jan 26 2009, 4:12 pm payne Post #17

:payne:

In Test 2, I'm effectively moving the scarabs 1 per 1 via a copied trigger, which worked perfectly, but it was too slow... so I made Test 3 to make it quicker: all at once (just like you just proposed). But it didn't work at all: now, it's all screwed :(



None.

Jan 26 2009, 4:20 pm SelfPossessed Post #18



Again, I'm not sure what your triggers are doing. There's a lot of Waypoint Casting System stuff in the way.

As I stated in my PM, try removing the wait 0 just to be safe (find a way to trigger without it, I did). That and, make the system standalone without the Waypoint Casting System. Again, it could be interfering. Don't assume it's working perfectly, verify. There isn't much else I can do for you except trigger it all myself, which I'm not going to do.



None.

Jan 26 2009, 4:29 pm payne Post #19

:payne:

But how to remove the Wait(0)'s ? And why? Lethal told me that having the hyper triggers for a player without any Waits would prevent the Wait blocks :O
For the rest, I'll try to do a separated test map :O
SelfP, why aren't you writing a Wiki about how it works? It would help not only me but many map makers :O



None.

Jan 26 2009, 5:35 pm JaFF Post #20



Quote from SelfPossessed
It takes a Reaver about 10 or so trigger cycles to shoot its Scarab. A Random Suicided Scarab dies in about 45 trigger cycles. The way I do it then is to create new Reavers every 35 trigger cycles or when an ability uses them. Once the number of Scarabs I want is reached, I remove the Reavers 3 or so at a time (reduces lag) and replace the old Scarabs with the new ones. The problem is that creating a large number of Reavers quickly can and will lag (removing isn't a problem usually), hence why Payne wanted to reach a max of 70 Scarabs but only in increments of 16 Scarabs.

You also don't need to adjust any location for the Scarabs. Just continually move all Scarabs from where the Reavers are to a tiny isolated location. You can then detect how many Scarabs are in the tiny location. As a side effect, due to the continuous moves, the Scarabs will also stack.
You misunderstood my idea (I thought that the map I sent you was using the method I described?). The method you speak of takes about 10 trigger cycles to get a scarab (odd... why is it taking so long?). My method takes about 2 or 3. Thus you create & remove one reaver per 2 (let's a ssume the worst case for the lag consideration), which is not going to lag. Even if you create & remove a reaver twice per every loop, it's still nothing.

For my system, the adjusted location is absolutely crucial, because the faster it detects the scarab that already left the reaver (note: not the scarabs in the reaver), the faster this reaver can be removed and a new one can be created.

I suggest you try the method I've described - it is lagless, gives you over 75 ready-to-use scarabs at all times (with 3 reavers only) and 'regenerates' the scarabs very quickly.

Quote from payne
But how to remove the Wait(0)'s ? And why? Lethal told me that having the hyper triggers for a player without any Waits would prevent the Wait blocks :O
If you have more than one wait running for a player at the same time, you get a wait block. Maybe your 'wait(0)' stacks with some other wait for the same player. No intent to offend you, but you don't have enough triggering experience, so the methods and ideas you use must be as reliable as possible to avoid any mistakes. So no 'wait' cmmands for you except the hyper trigger ones.

Bug Lethal online about how to remove the waits - I can't do it here because I need to see the map.

Post has been edited 1 time(s), last time on Jan 26 2009, 5:50 pm by JaFF.



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