Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Trigger Glitches
Trigger Glitches
Nov 19 2009, 5:06 am
By: ImagoDeo  

Nov 19 2009, 5:06 am ImagoDeo Post #1





Ok, I'm employing a Direct Damage System. Player 7 owns one and Player 8 owns one. I made both of them identical to the one in JaFF's map. Here are the adapted triggers in TrigEdit syntax:



Player 7




Player 8




Describing the behavior of the reavers is kind of difficult.

The reavers on Row 1 (from the bottom up) and Row 3, for player 8, are continually replaced. That's 11.8 times per second. Not enough time for them to do anything.

The reaver on Row 1 for player 7 is continually replaced in the same fashion.

The reaver on row 4 for both players is not affected by the triggers at all and continually shoots the mineral chunk.

The reaver on row 2 for player 8 is the only one in either system that works as it should.

The reavers on rows 2 and 3 for player 7 are partially working, but their scarabs only travel a short distance (~5 or 6 grid squares) before exploding.



That about covers it. If you can help, please do...

Post has been edited 4 time(s), last time on Dec 11 2009, 9:40 pm by ImagoDeo.



None.

Nov 19 2009, 9:09 am Wormer Post #2



Can't see anything bad in the triggers you written.
It must be something else in your map which screws everything.
I guess the easiest and fastest way for us to fix it would be if you have provided the map itself.



Some.

Nov 19 2009, 8:07 pm JaFF Post #3



There are several intricacies about the reaver/scarab behavior when moved/detected by triggers. Though I don't have the time to look over your problem now, I will do it tomorrow. If nobody comes up with an answer by then, I suggest you read through the topic you've linked to - most of the info on the behavior of the DDS is there (assuming no external factors break the system).



None.

Nov 19 2009, 8:27 pm ImagoDeo Post #4



I appreciate the help, in any case. I have read the entirety of that article, and the only portion that I can think of that I may be in error in is the System Placement on the Map section. Other than that, I don't know of any problems. It's identical to your test map except for that.



None.

Nov 19 2009, 11:04 pm JaFF Post #5



OK, I got some time today, so I found the problems:

1. The 4th rows' "Scarab_Detect" is trying to center on a Mineral Chunk type 1 when there are type 2's on the map. This is the reason for rows 4 not functioning.

2. The general and bigger problem is the "Scarab_Detect" size. It is too big - it touches the reavers and hence detects the scarabs that are inside even if none have been shot yet. To fix this, decrease the horizonal size of each "Scarab_Detect" location by 4 pixels.

3. Place the triggers that set the hanger count in the bottom, so that they fire after the Reavers have been created.

Find the fixed version attached to the post. Good luck with the map! :)

Attachments:
LvR_v.1.1.scx
Hits: 0 Size: 74.51kb



None.

Nov 20 2009, 3:19 am ImagoDeo Post #6



Firstly, I appreciate the troubleshooting help. Secondly, thanks for fixing things - but the fixes were minimal (completed thirty seconds after I read your post) and I worked on the map while I waited for your reply, so your version will be missing lots of locations and some unit placement and terrain.

Would you mind helping me test the Player vs. Player once I'm through alpha testing?

Edit - Ok, there's a new problem. Both sides are working properly now, except that Player 7's scarabs only travel about 5 grid squares before exploding. Any thoughts on what's causing it?

Edit 2 - And another problem. The two sides seem unequal. They're designed to be equal until players cause inequalities, therefore causing win/lose. As it is, however, the Left side eventually overwhelms the Right side and trashes the entire base. The two have identical units; I made sure of that. The building placement and spawns are equal. The attack orders are equal. The Right side is pretty much a mirror of the Left side; and yet the Left destroys the Right after about fifteen or twenty minutes of gameplay, which is too short. It should run for at least an hour before one side gets past the main defenses of the other.

I've attached the map; if you think you can, please help. This is directed at everyone, not just JaFF.

Edit 3 - Removed the map. Problem resolved. Please lock thread?

Post has been edited 3 time(s), last time on Dec 11 2009, 9:39 pm by ImagoDeo.



None.

Nov 20 2009, 5:59 am NudeRaider Post #7

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

Perfectly balancing a battle in StarCraft is not possible due to random factors like cooldown and walking paths.
If you want to keep the number of units per side a little micro help for the weaker side is in order. For example order the front units back a bit, so they join up with slower units.

Otherwise it will always be the case that one side gains a minor advantage which builds up over time as more and more units are left over and join up with the next wave.
Make the delays between waves longer to counter that.

And finally defenses that can easily withstand those joined up waves give you a nice swing of the tides all the time, as when Team A attacks the defense they get wasted, while Team B collects 2 waves or doesn't loose much from on wave and thus pushes back, once the defense got rid of all attackers.




Nov 20 2009, 6:04 pm JaFF Post #8



Quote from ImagoDeo
Firstly, I appreciate the troubleshooting help. Secondly, thanks for fixing things - but the fixes were minimal (completed thirty seconds after I read your post) and I worked on the map while I waited for your reply, so your version will be missing lots of locations and some unit placement and terrain.

Would you mind helping me test the Player vs. Player once I'm through alpha testing?

Edit - Ok, there's a new problem. Both sides are working properly now, except that Player 7's scarabs only travel about 5 grid squares before exploding. Any thoughts on what's causing it?
No problem, I like what I do. I can offer you map-making assistance, but I'm no good as a tester I'm afraid. I am quite busy and my internet connection is too poor to be able to play games online properly.

Now, to the problem: if you look closer, the scarabs try to go up but hit a wall.

My current theory says that loose scarabs under the Random Suicide AI do one of the two things (both are approximately equally likely): either go to the generic command location (top left by default) or attack some random enemy target on the map. Loose scarabs without the AI always go to the generic command location.

This explains the fact that they're trying to move up. Though several trials I just found a better place for your system. It is directly above the right side's DDS.

Attachments:
LvR_v.1.1.scx
Hits: 1 Size: 76.11kb



None.

Nov 20 2009, 10:08 pm ImagoDeo Post #9



Raider - Thanks for the help. Extending the timer gives the game long breaks between combat, and I don't want that. Increasing the strength of the defenses of both sides will probably help somewhat, though. Thanks.

JaFF - Heh, thanks. Saved me some work. In the future, it might be beneficial to ask if I can handle the fixes myself, tho.



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