Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Why the Hell Isn't this working?!?!
Why the Hell Isn't this working?!?!
Jun 18 2009, 7:00 am
By: m.0.n.3.y  

Jun 18 2009, 7:00 am m.0.n.3.y Post #1



So what I wana do is create an Infested Terran, and then when it dies, create 5 Lurkers where it died for 5 seconds, then remove them...But it doesn't work and it's really really frusturating me!
Ok Here's my triggers:

Player: 3
Conditions: Always
Actions: Set Death for current player to 1 for Infested Terran
----------------------------------------------------------------------
Player: 3
Conditions: Current Player suffers exactly 1 Death of Infested Terran
Actions: Center Location BOOM on Infested Terran owned by Current Player
Preserve Trigger
----------------------------------------------------------------------
Player: 3
Conditions: Current Player Suffers exactly 2 Deaths of Infested Terrain
Actions: Create 5 Zerg Lurker for current player at location BOOM
Wait 2000 Miliseconds
Remove all Zeg Lurker owned by Current Player at BOOM
Set Deaths for current player of Infested Terrain to 1
Preserve Trigger


So what I wana do is create an Infested Terran, and then when it dies, create 5 Lurkers where it died for 5 seconds, then remove them...But it doesn't work and it's really really frusturating me!

The map is pretty far along. So the current trigger I'm working on is under player 3 and is Towards the bottom of the triggers under the comments: "Spell 2" Just look for thats

Attachments:
Warriors Vengence.scx
Hits: 4 Size: 71.19kb

Post has been edited 1 time(s), last time on Jun 18 2009, 7:05 am by m.0.n.3.y.



None.

Jun 18 2009, 7:01 am Echo Post #2



Give me the map.



None.

Jun 18 2009, 7:07 am poison_us Post #3

Back* from the grave

I'll break it down...
Quote from m.0.n.3.y
Player: 3
Conditions: Always
Actions: Set Death for current player to 1 for Infested Terran
Ok, here you're setting the inf. terran deaths to 1. simple.

Quote from m.0.n.3.y
Player: 3
Conditions: Current Player suffers exactly 1 Death of Infested Terran
Actions: Center Location BOOM on Infested Terran owned by Current Player
Preserve Trigger
Running off the previous trigger, you constantly center the location on the inf. terran.

Quote from m.0.n.3.y
Player: 3
Conditions: Current Player Suffers exactly 2 Deaths of Infested Terrain
Actions: Create 5 Zerg Lurker for current player at location BOOM
Wait 2000 Miliseconds
Remove all Zeg Lurker owned by Current Player at BOOM
Set Deaths for current player of Infested Terrain to 1
Preserve Trigger
When said inf. terran dies, it makes 5 lurks at "BOOM", resets death count.

Nothing seems to be amiss...maybe suicide doesn't effect death count?

EDIT: oh, sure, throw out the map after I try to help...meanie.




Jun 18 2009, 7:09 am m.0.n.3.y Post #4



Hmmm, yeah that's what I was thinking. Because I know that when you use the kill unit trigger it doesn't add 1 to the deaths counter. So I'm thinking that this may be the same thing. Maybe I'll just use a system where you get a drone, create a hatchary, it removes hatchary and does what I want...Unless for some reason that messes up too lol.

edit: Lol mb, I think I posted the map while you were dooing your post :wallbash: :bleh:



None.

Jun 18 2009, 7:12 am Echo Post #5



The map triggers looked way different than these.


Quote
Player: 3
Conditions: Always
Actions: Set Death for current player to 1 for Infested Terran

I hope you didn't have preserve trigger for this.

Quote
Player: 3
Conditions: Current Player suffers exactly 1 Death of Infested Terran
Actions: Center Location BOOM on Infested Terran owned by Current Player
Preserve Trigger
Change it to at least.
Quote
Player: 3
Conditions: Current Player Suffers exactly 2 Deaths of Infested Terrain
Actions: Create 5 Zerg Lurker for current player at location BOOM
Wait 2000 Miliseconds
Remove all Zeg Lurker owned by Current Player at BOOM
Set Deaths for current player of Infested Terrain to 1
Preserve Trigger
Again change to at least.

The exactly is going to make it confusing for the triggers because of the hyper triggers. You also need to specify your condition for the first trigger.

Quote
Running off the previous trigger, you constantly center the location on the inf. terran.
No it doesn't. He doesn't have always as a condition in that trigger.



None.

Jun 18 2009, 7:16 am m.0.n.3.y Post #6



Well, the triggers are exactly the same, for simplicitys sake on SEN, I changed the name of the units and location. Location BOOM for example is really location Beserker Egg Location in the map. And the unit Zerg Lurker, is renamed Beserker Spell, in the map, but otherwise it's the same.

and ill do the atleast stuff, mayble it'll work



None.

Jun 18 2009, 7:18 am Echo Post #7



But what I see is death for Torresque and DC spell. It might be one of those problems.



None.

Jun 18 2009, 7:19 am m.0.n.3.y Post #8



Oh no, those are just other death counters for the map. The deaths for torrask is to make sure their hero is alive when they cast the spell. and the DC Deaths stuff is to make sure that they have upgraded their spell to the correct level. If they don't upgrade to the correct level, then it says that they need to before they can cast the spell.

Edit: Alright screw it, im just switching out the system for a drone building a hydralisk den, and then switching the den for lurkers, any forseeable problems with this lol?



None.

Jun 18 2009, 7:20 am Vrael Post #9



Quote from Echo
Quote
Player: 3
Conditions: Current Player suffers exactly 1 Death of Infested Terran
Actions: Center Location BOOM on Infested Terran owned by Current Player
Preserve Trigger
Change it to at least.
No, because when the infested terrain dies and death count registers as 2, it will still attempt to center the location on a non-existent infested terran, moving the location somewhere he doesn't want it to go.
Edit: changing to at least is still wrong, but kinda a moot point now, see Echo's next post

Quote from Echo
Quote
Player: 3
Conditions: Current Player Suffers exactly 2 Deaths of Infested Terrain
Actions: Create 5 Zerg Lurker for current player at location BOOM
Wait 2000 Miliseconds
Remove all Zeg Lurker owned by Current Player at BOOM
Set Deaths for current player of Infested Terrain to 1
Preserve Trigger
Again change to at least.
This change should work.

Quote from Echo
Quote
Running off the previous trigger, you constantly center the location on the inf. terran.
No it doesn't. He doesn't have always as a condition in that trigger.
"Always" is not required for a trigger to run more than once Echo. So long as the conditions are filled it will constantly center the location on the infested terran.

Quote from Echo
The exactly is going to make it confusing for the triggers because of the hyper triggers. You also need to specify your condition for the first trigger.
"Exactly" does not confuse triggers, nor trigger-writers if you understand how they work.

Post has been edited 1 time(s), last time on Jun 18 2009, 7:29 am by Vrael.



None.

Jun 18 2009, 7:23 am Echo Post #10



Oh by the way. I forgot to mention. When an infested terran dies, it does not go towards the player's own death. It only works when it splashes on its own units and kills them in the process. So overall, that infested terran's own death will not trigger an addition to another death of the infested terran.


Quote
"Always" is not required for a trigger to run more than once Echo. So long as the conditions are filled it will constantly center the location on the infested terran.
I never said that always is required. I just said it won't be a problem since there is another condition.

Quote
"Exactly" does not confuse triggers, nor trigger-writers if you understand how they work.

Quote
No, because when the infested terrain dies and death count registers as 2, it will still attempt to center the location on a non-existent infested terran, moving the location somewhere he doesn't want it to go.

Both do if there are stacked triggers that deals with similar conditions. If it isn't specific enough, it might just set back to the previous death without going through the triggers.



None.

Jun 18 2009, 7:24 am m.0.n.3.y Post #11



Quote from Echo
Oh by the way. I forgot to mention. When an infested terran dies, it does not go towards the player's own death. It only works when it splashes on its own units and kills them in the process. So overall, that infested terran's own death will not trigger an addition to another death of the infested terran.

....:wallbash: Well that there solves the problem lol, I thought someone said that it did count and add to the players death...Oh well, I'm changing to a drone building a hatchery system aynways



None.

Jun 18 2009, 7:25 am poison_us Post #12

Back* from the grave

Quote from Echo
Quote from poison_us
Running off the previous trigger, you constantly center the location on the inf. terran.
No it doesn't. He doesn't have always as a condition in that trigger.
He uses the "exactly 1 death of inf. terran"...agreed, he should have "at least" instead, but as long as he has 1 death for the inf. terran, it will function as an "always" condition.

I'm assuming that the spell isn't working at all, which means there's a problem...most likely the suicide attack doesn't increase deaths for the inf. terran.

EDIT: ignore that all that above...
Oh, and Vrael agrees with me. :bleh: to you Echo, :bleh:




Jun 18 2009, 7:30 am Echo Post #13



Quote from poison_us

EDIT: ignore that all that above...
Oh, and Vrael agrees with me. :bleh: to you Echo, :bleh:

Not really. He misread what I was saying.



None.

Jun 18 2009, 7:33 am m.0.n.3.y Post #14



Yup, so infested terrans are a bitch and i hate them. but now i changed it to building a turret so it's all good i guess. Thanks for your help guys. But I think i'm going to bed now, i have work in 8 hours and i need sleep. ;o

also, if you can help on my nukes topic that would be good. k thanks guys.



None.

Jun 18 2009, 7:52 am poison_us Post #15

Back* from the grave

As long as conditions are met, it's as good as an always.
In this case, until the computer killed the inf. terran, it was always being met, and then shortly thereafter.

:ermm: I don't know, I'm so tired what I just typed doesn't make sense to me. :<_<:




Jun 18 2009, 7:58 am m.0.n.3.y Post #16



Quote from poison_us
As long as conditions are met, it's as good as an always.
In this case, until the computer killed the inf. terran, it was always being met, and then shortly thereafter.

:ermm: I don't know, I'm so tired what I just typed doesn't make sense to me. :<_<:

Not much sense to me either :bleh: . But I'm so tired too, gotta work in 8 hours :crazy: ... I'll read it in the morning. thanks for your help



None.

Jun 18 2009, 7:28 pm poison_us Post #17

Back* from the grave

Alright, I figured it out [what I meant, that is]. When the conditions are always being met, such as a condition of <Player 1> Accumulates <at least> <0> <minerals>, the actions will be run until the conditions are not being met. Which, in my example, would be as good as an always.

Similar would be how if you have a condition with 1 death of a unit that can't be created in-game [such as Independent CC], that trigger will never be run unless you have another trigger that makes the Ind. CC's deaths go up to 1.

Post has been edited 1 time(s), last time on Jun 22 2009, 8:36 pm by poison_us. Reason: oops...




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