Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Odd Occurrence - Non Repeating Triggers?
Odd Occurrence - Non Repeating Triggers?
Mar 8 2009, 6:30 pm
By: Pyro682  

Mar 8 2009, 6:30 pm Pyro682 Post #1



It's not a huge problem, but it is an irritation to me-
In a map I'm making, I have a trigger that moves computer scarabs, and Everything is timed out accurately.

When I start the game, it works the first time. However, I want to see it again, because I'm timing out some other effects that happen after I move the scarab, so I Go into the menu and click "Restart Mission" (I'm testing in single player)
It doesn't work any of the times other than the first. So far, the Temporary remedy to this is Exiting starcraft, then starting it up again, and THEN testing it. As you probably can surmise, this is slowing me down incredibly, and I have a schedule to keep.
Why does this happen? How can I fix this?

Post has been edited 2 time(s), last time on Mar 8 2009, 7:04 pm by Pyro682.



None.

Mar 8 2009, 7:12 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

Test in multiplayer. :P

Well when you say everything is timed accurately then maybe that's your problem. The reavers take some time to find a target and shoot the scarab and a fraction of this time is random.
Also the time units need to get from A to B and their pathing might vary slightly.

I can't imagine of anything else that would be different in the first run from the runs after it.




Mar 8 2009, 7:26 pm Pyro682 Post #3



I'll try testing in Multiplayer-
But you see, I overcompensated that (Because I thought exactly the same as you did when I was timing it out) by 100 miliseconds. (making 160). I tested every increment of ten inbetween those 2 numbers, to make sure it wasn't too late, or too early, because I realize that the unit turning takes up a variable of time, as well as the initial time it takes to fire.



None.

Mar 8 2009, 7:29 pm NudeRaider Post #4

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

Then I have no idea what could be different. It *should* be the exact same game, except random unit behaviors.
Maybe you should post the trigger(s) that only work in the first run.

Btw. it makes no sense to test smaller than 42ms wait differences. Sc will round them anyway.




Mar 9 2009, 12:42 am Pyro682 Post #5



Trigger("Player 8"){
Conditions:
Bring("Force 1", "Any unit", "Break Crystal", At least, 4);

Actions:
Create Unit with Properties("Player 8", "Protoss Reaver", 1, "Scarab Reavers", 2); ***(Hangar 10)
Create Unit with Properties("Player 8", "Protoss Carrier", 1, "Scarab Reavers", 2); ***(Hangar 10)
Create Unit with Properties("Player 5", "Zerg Scourge", 18, "Break Crystal", 3); ***(Hallucinations)
Kill Unit At Location("Player 5", "Any unit", All, "Break Crystal");
Kill Unit At Location("Player 8", "Any unit", All, "Break Crystal");
Wait(80);
Move Unit("Player 8", "Protoss Scarab", All, "Scarabs", "Water Start Intro");
Run AI Script At Location("StPt", "Water Start Intro");
Run AI Script At Location("StTg", "Water");
Move Unit("Player 8", "Protoss Interceptor", 1, "Scarabs", "Fire Start Intro");
Run AI Script At Location("StPt", "Fire Start Intro");
Run AI Script At Location("StTg", "Fire");



None.

Mar 9 2009, 12:45 am Falkoner Post #6



I donno, maybe adding a preserve trigger might help, dontcha think?



None.

Mar 9 2009, 12:47 am Pyro682 Post #7



I would, truly, if i wanted it to be preserved.

Falk, I want to happen once per game. However, It happens once the first game, and after that, it happens 0 times per game. The Scarab never even makes it to the area.



None.

Mar 9 2009, 12:55 am Morphling Post #8



One reaver take from 1-5 trigger cycles to fire a scarb depending on the direction the reaver is facing when spawned and the location of the unit being attacked.
Multiple reavers take more trigger cycles.

In the test map make a probe to create a reaver.
The minerals are the amount of trigger cycles it takes to shoot a scarb.

Attachments:
reaverspeed.scm
Hits: 1 Size: 38.91kb



None.

Mar 9 2009, 12:59 am Pyro682 Post #9



Uh oh, I just noticed something, The interceptor is moving where the scarab is moving...


I just want a quick check-up - You can run 2 sets of AI scripts like I did above, correct?



None.

Mar 9 2009, 1:09 am NudeRaider Post #10

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

Depends on what these AIs do. If it's melee or suicide AIs then probably not, a set vision however works without problems.
I'm not sure make these units patrol (to generic command target), but you could easily test that yourself.




Mar 9 2009, 1:11 am Pyro682 Post #11



Well, I've made it, and it doesn't work... I guess what I'm asking is-
Is the reason why it isn't working because of me doing it incorrectly, or because these 2 sets of AI commands don't mix?



None.

Mar 9 2009, 1:21 am NudeRaider Post #12

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

And I'll tell you again I have no idea what AIs you're using, so I can just give a general direction.
And I meant to make a dedicated testmap, not in your current project where other things may intervene.




Mar 9 2009, 1:37 am Pyro682 Post #13



Aye, I tested. They were the same Computer, and that conflicted.

Oh, I see, you didn't understand the code. Those are the AI scripts that allow scarabs and interceptors to move (not attack).

And it affects any unit, like a terran wraith, not just Scarabs and interceptors.



None.

Mar 10 2009, 5:57 pm Suicidal Insanity Post #14

I see you !

Compare the angles the reavers start at the first game vs the ones in subsequent games... that probably messes up the timing, due to the different random seed. To test that run any other map first, and then yours once, and see if it still works exactly 1 time.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[01:35 pm]
ninokaw193 -- RioGrand is a reputed name in manufacturing high- quality Criket Bats https://www.riogrand.in
[01:35 pm]
ninokaw193 -- RioGrand is a reputed name in manufacturing high- quality Criket Bats https://www.riogrand.in
[01:35 pm]
ninokaw193 -- RioGrand is a reputed name in manufacturing high- quality Criket Bats https://www.riogrand.in
[01:35 pm]
ninokaw193 -- RioGrand is a reputed name in manufacturing high- quality Criket Bats https://www.riogrand.in
[01:35 pm]
ninokaw193 -- RioGrand is a reputed name in manufacturing high- quality Criket Bats https://www.riogrand.in
[01:34 pm]
ninokaw193 -- RioGrand is a reputed name in manufacturing high- quality Criket Bats https://www.riogrand.in
[01:34 pm]
ninokaw193 -- RioGrand is a reputed name in manufacturing high- quality Criket Bats https://www.riogrand.in
[03:27 am]
m.0.n.3.y -- Maybe because it's an EUD map?
[03:27 am]
m.0.n.3.y -- Can't upload maps to the DB. Error says "The action you have performed caused an Error". Any word?
[2024-4-25. : 7:46 am]
RIVE -- :wob:
Please log in to shout.


Members Online: C(a)HeK, Roy