Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Map is only giving Minerals to one person
Map is only giving Minerals to one person
Oct 7 2009, 9:54 pm
By: Killer2121  

Oct 7 2009, 9:54 pm Killer2121 Post #1



there is problem with the mineral gain now only one person recives minerals and thats the player who is in front of the person who is second can someone help me with this?



None.

Oct 7 2009, 10:03 pm Jack Post #2

>be faceless void >mfw I have no face

Make your triggers run for players like this:

Force 1

Current Player does blah

Add mins for Current Player.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 7 2009, 10:05 pm Killer2121 Post #3



it works fine on that just it might be the timer going to fast anyway to slow down the timer?



None.

Oct 7 2009, 10:14 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Please, these run on sentences are killing me.

There is no way to slow down the timer short of slowing down the game. The timer will always run at 1 second ever 16 frames (note you can't play starcraft at 16 frames per second, only 15 and 18). Post triggers or describe your problem more in depth. If you have a switch or something which says that the player has gotten money, that could be a likely problem.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Oct 7 2009, 10:16 pm JaFF Post #5



You can, however, use a behind-the-scene deathcount timer to control the real one within the increments of ~1/12 of a second.



None.

Oct 7 2009, 10:22 pm Killer2121 Post #6



Timer Reset
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Countdown Timer(At least, 1);
Countdown Timer(At most, 1);

Actions:
Set Countdown Timer(Set To, 240);
Preserve Trigger();
Comment("Timer Reset");
}

//-----------------------------------------------------------------//
Switchs that get set
Trigger("All players"){
Conditions:
Countdown Timer(At least, 1);
Countdown Timer(At most, 1);

Actions:
Set Switch("Aberdeen", set);
Set Switch("Albany", set);
Set Switch("Almaty", set);
Set Switch("Amery Ice Shelf", set);
Set Switch("Anady'r", set);
Set Switch("ArcticBay", set);
Set Switch("Arica", set);
Set Switch("Arkhangel'sk", set);
Set Switch("Astana", set);
Set Switch("Athens", set);
Set Switch("Auckland", set);
Set Switch("Bangkok", set);
Set Switch("Bank Islands", set);
Set Switch("Beligum", set);
Set Switch("Bergeri", set);
Set Switch("Berkner Island", set);
Set Switch("Biscoe Island", set);
Set Switch("Bisho", set);
Set Switch("Boston", set);
Set Switch("Brazzaville", set);
Set Switch("Brunei", set);
Set Switch("CambridgeBay", set);
Set Switch("Cario", set);
Set Switch("Chicago", set);
Set Switch("Colombo", set);
Set Switch("Conakry", set);
Set Switch("Culabuli", set);
Set Switch("D.C", set);
Set Switch("Danmark Havn", set);
Set Switch("Denmark", set);
Set Switch("Djibouti", set);
Set Switch("Dublin", set);
Set Switch("EL Paso", set);
Set Switch("Enderby Land", set);
Set Switch("Franz Josef Land", set);
Set Switch("FrobisherBay", set);
Set Switch("Georgetown", set);
Set Switch("Glascow", set);
Set Switch("GooseBay", set);
Set Switch("Graham Land", set);
Set Switch("Great Falls", set);
Set Switch("Hammerfest", set);
Set Switch("Harare", set);
Set Switch("Harbin", set);
Set Switch("Havana", set);
Set Switch("Iceland", set);
Set Switch("Instanbuiel", set);
Set Switch("Inuvik", set);
Set Switch("Irkutsk", set);
Set Switch("itseqqortoormiit", set);
Set Switch("Jinan", set);
Set Switch("Khabarovsk", set);
Set Switch("Khartoum", set);
Set Switch("Kinshasa", set);
Set Switch("La Ptata", set);
Set Switch("Lhasa", set);
Set Switch("Librevillie", set);
Set Switch("Lima", set);
Set Switch("London", set);
Set Switch("Madagascar", set);
Set Switch("Madrid", set);
Set Switch("Medan", set);
Preserve Trigger();
Comment("Gaining money (Timer End)");
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
Countdown Timer(At least, 1);
Countdown Timer(At most, 1);

Actions:
Comment("Gaining money (Timer End)");
Preserve Trigger();
Set Switch("Miami", set);
Set Switch("Minsk", set);
Set Switch("Murmansk", set);
Set Switch("Nanchang", set);
Set Switch("Natal", set);
Set Switch("New Orleans", set);
Set Switch("Niamey", set);
Set Switch("Nicobar Island", set);
Set Switch("Niger", set);
Set Switch("Nome", set);
Set Switch("Noril'sk", set);
Set Switch("Nuuk", set);
Set Switch("Oman", set);
Set Switch("Omsk", set);
Set Switch("Palmer Land", set);
Set Switch("Pontianak", set);
Set Switch("Pune", set);
Set Switch("Rabat", set);
Set Switch("Regina", set);
Set Switch("Repulse Bay", set);
Set Switch("Resolute", set);
Set Switch("Riyadh", set);
Set Switch("Rome", set);
Set Switch("Salt Lake City", set);
Set Switch("San Francisco", set);
Set Switch("San Jose", set);
Set Switch("Santiago", set);
Set Switch("Sichuan", set);
Set Switch("Singapore", set);
Set Switch("Stanley", set);
Set Switch("Stockhelm", set);
Set Switch("Svalbard", set);
Set Switch("Tampere", set);
Set Switch("Thule", set);
Set Switch("ThunderBay", set);
Set Switch("Tiksi", set);
Set Switch("Toronto", set);
Set Switch("Ufa", set);
Set Switch("Ushuaia", set);
Set Switch("Vancouver", set);
Set Switch("Victoria Island", set);
Set Switch("Weipa", set);
Set Switch("WindHoek", set);
Set Switch("Yakutsk", set);
Set Switch("Yarrie", set);
Set Switch("Yoptzinco", set);
Set Switch("Canberra", set);
Set Switch("Anchorage", set);
Set Switch("Mare Humeroum", set);
Set Switch("Oceanus Procellar", set);
Set Switch("Crater Tycho", set);
Set Switch("Crator Grimald", set);
Set Switch("Crator Plato", set);
Set Switch("Sinus Medii", set);
Set Switch("Vallas Marineris", set);
Set Switch("Xanthe Terra", set);
Set Switch("Arabia Terra", set);
Set Switch("Syrtis Major Planum", set);
Set Switch("Utopia Planittia", set);
Set Switch("Elyisum Planitta", set);
Set Switch("Terra Cimmaria", set);
}
Also heres the city trigger

Trigger("All players"){
Conditions:
Switch("Anchorage", set);
Countdown Timer(At most, 1);
Bring("Current Player", "Buildings", "Anchorage", At least, 1);
Bring("Player 7", "Buildings", "Anchorage", Exactly, 0);

Actions:
Set Switch("Anchorage", clear);
Set Resources("Current Player", Add, 250, ore);
Display Text Message(Always Display, "\x004Anchorage 250");
Preserve Trigger();
Comment("Anchorage");
}

//-----------------------------------------------------------------//


at 1 second it gives everyone there minerals but it only gives it to the first for some reason and the timer resets at 1.



None.

Oct 7 2009, 11:04 pm Jack Post #7

>be faceless void >mfw I have no face

You want the Preserve Trigger action at the bottom, for the third trigger, and put the first trigger down to the bottom.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 8 2009, 3:45 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

preserve trigger doesn't care where it goes. I generally put mine first.

Quote
at 1 second it gives everyone there minerals but it only gives it to the first for some reason and the timer resets at 1.
It gives it to everyone, but only the first everyone? only one person can own a city (that's the limit of switches, death counters can avoid this). You're still too ambiguous for me to answer.

Are you using hyper triggers?



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Oct 8 2009, 6:04 am Killer2121 Post #9



Yes i am using hyper trigger's, only the first player gets money.



None.

Oct 8 2009, 6:15 am Vrael Post #10



I think I might know what's happening, but it's just a theory:

You're using the Countdown Timer here, and the conditions for much of your triggers are the same:
Countdowntimer(at least, 1)
Countdowntimer(at most, 1)

This is the same as
Countdowntimer(exactly, 1)

Since the only value that satisfies both conditions is 1.

Now, if we think about the way triggers run, SC checks from top to bottom first for P1, then for P2, then P3, ect, up to P8.

What happens, is first, for P1, the "Timer Reset" conditions are fulfilled so it resets the timer. This SHOULD mean that NO ONE gets money, so here is my speculation:

Since its the countdown timer and not a death count timer, it takes longer than 1/12 second (since you're using hypers) to reset the countdown timer to 240 seconds.
If it happened instantly, NO ONE would get money, since after the "reset" trigger runs, "Countdowntimer(exactly, 1)" is no longer satisfied.
If it isn't happening instantly, it still happens quickly, which would explain why only one player is getting the money.

Basically, this is happening:

Trigger 1, Player 1:
Timer is exactly 1.
Reset Timer to 240

Trigger 2, Player 1:
Timer is exactly 1. <-- still true due to delay
Set switches, give money, ect

Trigger 1, Player 2:
Timer is exactly 1. <-- no longer true because P1 reset the timer
Reset Timer to 240 <-- never happens, cause conditions werent true

Trigger 2, Player 2:
Timer is exactly 1. <-- not true
Set switches, give money, ect <--- never happens

ect.



None.

Oct 8 2009, 8:15 am NudeRaider Post #11

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

um during a trigger cycle there's no game time passing. Values either change immediately or the next trigger loop. But not somewhere within.

EDIT: After looking at the triggers I think I found the problem:
All players should run triggers during a global event (countdown timer = 1). But the first player to have his condition true already reset the countdown timer, so all following players didn't have the condition true. Setting a death counter (dc) for the players and letting them reset their own dc individually should fix this.

- Set up a dc and in the first trigger which resets the timer set this dc to 1 for all human players and 1 computer.

- Then in all other triggers below remove the countdown timer condition and replace it with the dc:
In both town switches triggers check for at least 1 dc for computer and
in the 2nd town switches trigger set the dc to 0 for computer.
In all give money triggers check for at least 1 dc for current player and do not reset the dc just yet.

- Add 1 trigger in the end for all humans that sets the dc to 0 for current player if current player has at least 1 dc.

Should you have no computer player in your map, you can replace the dc for the comp with a switch.

Post has been edited 2 time(s), last time on Oct 8 2009, 9:28 am by NudeRaider. Reason: formatting




Oct 8 2009, 10:11 pm Killer2121 Post #12



ok i did what you said and now it only makes the second player get the money insted of the first is there somthing that im doing wrong?



None.

Oct 8 2009, 10:53 pm Ahli Post #13

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Killer2121
ok i did what you said and now it only makes the second player get the money insted of the first is there somthing that im doing wrong?
Yes, because Nude's system should work.
Search for your used death count and verify the order of the changes.

You need to know that P1 runs all of his triggers first, then P2, then P3, ..., then P8.
Triggers have an order. They are checked from top to bottom for each player.

If you can't solve your problem, you can still post your latest triggers and someone here will solve the problem by looking at it.

(I guess that your triggers set the DC at the bottom of the trigger list. then p1 never checks his money triggers and P2 checks them. After P2 checked them, P2 disables the DC for all because that trigger is above the activation trigger.)




Oct 9 2009, 12:04 am Killer2121 Post #14



Quote
- Add 1 trigger in the end for all humans that sets the dc to 0 for current player if current player has at least 1 dc.

I added it and it turned out that this caused the other bug and when i disabled it, the triggers started to function fine without it. Shouldit really matter to have the triggers cleared when the turn is over. thanks for the help tho



None.

Oct 9 2009, 6:12 am NudeRaider Post #15

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

It does matter in one case: A city hasn't been conquered yet, so the switch remains set. Before the timer ends a player takes that city and immediately gets money. And gets money again, once the timer reaches 1.

You could make that a feature if you wish, but I'd rather find the bug in your triggers.
A few hints that may help you find it:
- Trigger order is very important here. Mark each player individually, all forces and all players, then check if the triggers are ordered as you've shown above and that the new reset dc trigger is at the end.
- Make sure you added the changes exactly in the trigger I told you to
- Check if you have the players that set / check for the dc

If that doesn't help, then just repost the modified triggers.




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[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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