Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Triggers not going off
Triggers not going off
Jun 11 2009, 8:41 pm
By: olabaz  

Jun 11 2009, 8:41 pm olabaz Post #1



So I'm trying to make a very simple UMS that sends out units at the desired time. However, when the units should be leaving, they don't. It worked perfectly until I added more triggers. Now only some of the triggers work. What am I doing wrong?



None.

Jun 11 2009, 8:49 pm Roy Post #2

An artist's depiction of an Extended Unit Death

Main suspect: Wait Blocks

See also: Hyper Triggers

Explain more if the problem in unrelated to wait blocks, or comment if you have questions regarding wait blocks that are not clearly answered in the wiki.

Solution: Death Counters




Jun 11 2009, 10:12 pm olabaz Post #3



I read up on all of those. And I don't have any wait actions.



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Jun 11 2009, 10:24 pm Vrael Post #4



If a trigger is not firing, it is because all of the conditions of that trigger are not being met, or because it does not have a "preserve trigger" action and has already fired. Alternatively, the trigger could be firing but say you want it to move units owned by P5 and in the trigger it orders P6's units, that could be a problem. The trigger could be under a player that isn't currently in the game as well, and it wont fire, or it could be for a player other than 1-8, and it won't fire. If you post the map we can probably tell you exactly what's wrong.



None.

Jun 11 2009, 10:25 pm darksnow Post #5



i get that too.
i editted tsunami run to have a more enjoyable time playing with friends, but when i added extra triggers, the one that made the lings come out in the beginning didn't go off.
i had no waits since i rep[laced them all with death counters, and i used hyper triggers with player 7.
help?



None.

Jun 11 2009, 10:32 pm olabaz Post #6



here is my map.

Attachments:
[ 5 pool.scx
Hits: 3 Size: 56.96kb



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Jun 11 2009, 10:43 pm Vrael Post #7



I played your map and looked at the triggers. I don't know if you know this, but "Elapsed Scenario Time" and "Countdown Timer" are not related. "Elapsed time is at least 4 seconds" means that the time since the game began is at least 4 seconds, and has nothing to do with the countdown timer. If you intended to use the countdown timer, you'll need to use different conditions.



None.

Jun 11 2009, 10:45 pm olabaz Post #8



I know, I just have it there so I know when the lings should move. Why aren't they moving though?



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Jun 11 2009, 10:50 pm Vrael Post #9



I could be wrong, but what I believe is happening, is that SC is not checking the trigger list during the times when "Elapsed scenario time is exactly X seconds"

Since you're not using hyper triggers, SC only checks to see if triggers are true once every 1.5 seconds or so, so it could be skipping those times since you used the "exactly" modifier in the trigger list.
Try changing all the "exactly" s to "at least"



None.

Jun 11 2009, 10:56 pm olabaz Post #10



k now they are all moving. Thanks for the help, that was definitely it.



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Jun 11 2009, 10:56 pm darksnow Post #11



well this isn't exactly solving my problem :P



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Jun 11 2009, 11:08 pm Vrael Post #12



Try reading what I said above, darksnow, and if that doesn't help, post your map too.



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Jun 12 2009, 12:14 am darksnow Post #13



well this is basically tsunami run with just a few edits.

Attachments:
tsunami run fair.scm
Hits: 2 Size: 55.91kb



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Jun 12 2009, 12:29 am Vrael Post #14



So what exactly did you do, darksnow? I can't really help you since I don't know what the problem is, or what you did.



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Jun 12 2009, 2:25 am darksnow Post #15



i simply changed the remove units when they got to location 0 to kill units.
and i changed the ending, where if your probe goes to the beacon, it gets turned into a neutral and enters a shuttle, which flies off a map.
kinda lkie the campaign missinos :P



None.

Jun 12 2009, 6:06 am Vrael Post #16



Quote from darksnow
i get that too. i editted tsunami run to have a more enjoyable time playing with friends, but when i added extra triggers, the one that made the lings come out in the beginning didn't go off. i had no waits since i rep[laced them all with death counters, and i used hyper triggers with player 7. help?
Somehow your map has dislocated the "Anywhere" location. This may have happened because of protection/unprotection, editing with starforge maybe, I don't know how, but instead of issuing orders to Zerg Zergling owned by P8 at "Anywhere" it orders them from "Location 63" which does not exist in the map. Try using the text editor and replace "Location 63" with "Anywhere" in the trigger under P8 that orders the zerglings to patrol to location 0.



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Jun 12 2009, 7:12 am Falkoner Post #17



Hmm, I remember map resizing causing issues with the anywhere location, at least in StarForge.



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Jun 12 2009, 10:30 am darksnow Post #18



o.o i've switched to scmdraft, and when i change it to anywhere in the text trig editor and save it, it doesn't stick.
never used the text editor before o.o



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Jun 12 2009, 6:39 pm Roy Post #19

An artist's depiction of an Extended Unit Death

Quote from darksnow
o.o i've switched to scmdraft, and when i change it to anywhere in the text trig editor and save it, it doesn't stick.
never used the text editor before o.o
There's a compile button (diamond and a check mark) on the text editor window. You need to hit that to save in the text trigger editor.

I don't think the "File - Save/Save as" does anything.

Edit: Also, your Anywhere location has been renamed to Location 63. Any references to it should be "Location 63," and you will get a location name error if you try to say "Anywhere."


Edit 2: If you don't want to deal with the "Location 63" thing, here's your map modified to call it the usual "Anywhere" location.

Post has been edited 3 time(s), last time on Jun 12 2009, 6:48 pm by Roy.




Jun 12 2009, 7:00 pm Pyro682 Post #20



Quote from Falkoner
Hmm, I remember map resizing causing issues with the anywhere location, at least in StarForge.
I don't think SCMDraft has that error, I've resized quite a few maps that have the "Anywhere" location used quite a bit, and it's never been a problem.



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