Clock Problems
May 13 2009, 3:48 am
By: samsizzle  

May 13 2009, 3:48 am samsizzle Post #1



So i have this clock for my rpg which works for the first quarter of a revolution then stops for some reason, most likely a detection messup that i did but dont know how to fix. Basically the clock is a circle with a track going around for a flag to go around. the flag moves to a location that centers on the next burrowed zergling on the track, but it stops and i dont exactly know why and i dont know how to fix it. Here are the triggers.

Quote
Player 8:
CONDITIONS:
All Players brings exactly 0 zerg egg to tutorial
Current Player has suffered atleast 12 deaths of flag
Current Player brings exactly 1 flag to clocker

ACTIONS:
Give 1 zerg zergling owned by player 9 at Clock to player 10
Give 1 zerg zergling owned by player 9 at Clocker to player 10
Center location labeled Clocker on zerg zergling owned by player 9 at Clock
Center location labeled Clock on zerg zergling owned by player 9 at Clock
Move all flag for player 8 at C to clocker
Modify death counts for current player set to 0 for flag
Preserve Trigger
Moves the flag to the next zergling, the main trigger.

Quote
Player 8:
CONDITIONS:
All Players brings exactly 0 zerg egg to tutorial

ACTIONS:
Modify death counts for current player: add 1 for flag
Preserve Trigger
Death counter.

Quote
Player 8:
CONDITIONS:
Player 10 brings exactly 52 zerg zerglings to C

ACTIONS:
Give all zerg zergling owned by player 10 at C to player 9
Preserve Trigger
This one resets the clock once it has made a full revolution by giving all the zerglings back to player 9



None.

May 13 2009, 5:31 am Vrael Post #2



Can you give us a little more info about your setup? My guess is you have something like this (though somewhat more circular)
--------------x-----------------
---------x-----------x----------
-----x---------------------x-----
--x---------------------------x--
-----x---------------------x-----
---------x------------x---------
---------------x-----------------
Where each x is a zergling owned by p10. Where/how big are "Clock" and "Clocker" and "C"
If you explain what's going on a little better it will help us help you, or provide the map.



None.

May 13 2009, 5:57 am samsizzle Post #3



Sorry, yes you assumed right.

C=Big location covering whole thing.
Clock=Middle sized location
Clocker=Tiny location.
There are 52 zerglings. and they are set to player 9. The flag isnt in the picture but its supposed to be where location clocker is.





None.

May 14 2009, 2:14 am samsizzle Post #4



Come on mateys help me out here.



None.

May 14 2009, 2:57 am Vrael Post #5



I think I see what's happening. When the Clock location reaches the 3rd zergling on the far right hand side of the circle in the green box where there are 3 zerglings lined up vertically, there are 3 zerglings at "Clock"
The middle one in the box, the lower one in the box, and the upper one in the box below it. The upper one in the lower box and the lower one in the upper box are owned by P9, and the upper one is owned by P10 at this point, and what happens when you go to cycle the locations to the next zergling is that it gives first the zergling owned at "Clock" which is going to be the leftmost zergling at the location, which is what you don't want, then it gives the one at "Clocker", which means all 3 zerglings at "Clocker" will be owned by p10. Switch the order of the units given like this:


Give 1 zerg zergling owned by player 9 at Clocker to player 10
Give 1 zerg zergling owned by player 9 at Clock to player 10

and it should fix the problem.



None.

May 14 2009, 3:25 am samsizzle Post #6



Quote from Vrael
I think I see what's happening. When the Clock location reaches the 3rd zergling on the far right hand side of the circle in the green box where there are 3 zerglings lined up vertically, there are 3 zerglings at "Clock"
The middle one in the box, the lower one in the box, and the upper one in the box below it. The upper one in the lower box and the lower one in the upper box are owned by P9, and the upper one is owned by P10 at this point, and what happens when you go to cycle the locations to the next zergling is that it gives first the zergling owned at "Clock" which is going to be the leftmost zergling at the location, which is what you don't want, then it gives the one at "Clocker", which means all 3 zerglings at "Clocker" will be owned by p10. Switch the order of the units given like this:


Give 1 zerg zergling owned by player 9 at Clocker to player 10
Give 1 zerg zergling owned by player 9 at Clock to player 10

and it should fix the problem.

well it does the same thing it did before. I tried giving 1 zergling to player 10 in location clocker only and it ended up going backwards all the way around. I got the clock idea from this map and i tried using the same basic concept and i have no idea how this guy did it. I dont understand his triggers. If you come up with any new cycle of actions for the trigger let me know.



None.

May 14 2009, 3:30 am Vrael Post #7



Instead of using 2 players, try using 3. if x = p9, y = p10, and z = p11, something like
--------------x-----------------
---------z-----------y----------
-----y---------------------z-----
--x---------------------------x--
-----z---------------------y-----
---------y------------z---------
---------------x-----------------

You'll need 3 different "main" triggers, but at least this way you know if you are currently on and X, then the Y zergling is your next position, if Y then Z, and if Z then X. That should eliminate the problems with giving units to a player, since your "Cloak" location will only fit 3 zerglings at a time in it anyway.



None.

May 14 2009, 3:40 am samsizzle Post #8



i never thought of that, I'll try it out.



None.

May 14 2009, 6:27 pm lil-Inferno Post #9

Just here for the pie

Make it so that all of the zerglings are given back to player 9 after he controls no more at that location (just so it doesn't screw up). As for the dilemma, I think it might be because you have two give triggers (I forget what the triggers look like in my test map).




May 14 2009, 10:18 pm samsizzle Post #10



Ok heres the map. If you can get it to go all the way around the right way, constantly, I will... love you forever.



None.

May 15 2009, 1:57 am Pigy_G Post #11



Okay I didn't make you a new clock but I'm pretty positive I found your problem. This:

03 06 09
02 05 08
01 04 07

is the Give Units To Players order of operations, at the point where your at 3 o clock on the clock, it starts heading downwards so instead of giving the last two, (behind) to player 10 it gives '01' and '02' respectivley and renders your flag to be going to 03, up, instead of down, towards 6 o'clock. I also pimpified the look of your clock, refer to attachment.

Attachments:
EscheboneClock0.2.scx
Hits: 4 Size: 36.47kb



None.

May 15 2009, 5:11 am samsizzle Post #12



well i have to admit the clock looks pretty sweet. And yes your right about the problem. Im just trying to find a way around that right now. its pretty tough.



None.

May 15 2009, 6:16 am samsizzle Post #13



well i fixed it, it makes a complete revolution now over and over again. Thanks everyone. Especially lil inferno for inspiring me. I also added the map to the dldb if anyone wants to use it. Clock Download

THIS TOPIC HAS SERVED ITS PURPOSE


Post has been edited 1 time(s), last time on May 15 2009, 6:52 am by samsizzle.



None.

May 15 2009, 6:47 pm Pigy_G Post #14



Oh, I would have posted a solution but I didnt have internet, I basically did p9-11 and it made almost a full rotation, the only problem was you didnt have a number of zerglings that was divisible by 3, Glad you got it to work!



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