Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Another funky wired crappy SC bug!!!..
Another funky wired crappy SC bug!!!..
Jan 25 2010, 11:15 am
By: Wormer  

Jan 25 2010, 11:15 am Wormer Post #1



Oh, Jesus Crist! @#$$#@!@!$@!$#@!$%#
Sry. :wtfage:

But it seems SC won't give units on the same location and probably move that location or do the other things in the very same trigger after the transmission of the kind (at least something happens at least):
Transmission(Always Display, "", "Unit", "Location", Set To, 0, "", 0);


Ty. I've lost my sanity to figure that out :|

Edit: /me went screw himself.

Post has been edited 1 time(s), last time on Jan 25 2010, 11:20 am by Wormer.



Some.

Jan 25 2010, 12:56 pm The Starport Post #2



Well you do know the Transmission action is a wait blocker, right?



None.

Jan 25 2010, 1:00 pm Wormer Post #3



I've forgotten about that on a minute. But that was not the case anyways, because I immediately received the text which was a display text after the transmission.



Some.

Jan 25 2010, 1:05 pm Wormer Post #4



Actually moving the transmission in the end helped in my map, which is quite big and complex. I don't want to terminate working on a map right now, just thrown it there not to forgot to tell about this later. I would have appreciated if someone cooked up a quick test map to figure that out in a simple environment. God, who knows what caused such a behavior in my map!



Some.

Jan 25 2010, 1:06 pm The Starport Post #5



Quote from Wormer
I've forgotten about that on a minute. But that was not the case anyways, because I immediately received the text which was a display text after the transmission.
Odd. Maybe the wait block effected something else that caused a chain reaction...

If I get some time I could try looking at the map/triggers.



None.

Jan 25 2010, 1:18 pm Wormer Post #6



I've just made a little test which proves it's not a wait block. I tell, the player the trigger is executing for doesn't run any waits and/or transmissions.

Fucking odd stuff! You don't even know how I am nervous ATM because of this lil thing. Transmission here works, few lines upper didn't! WIRED.



Some.

Jan 25 2010, 2:37 pm CecilSunkure Post #7



I found when messing with transmissions that some actions wait for the transmission to finish before continuing, thus stopping the entire trigger and stopping the entire trigger, while the rest of the triggers keep on firing. Yeah, they do act a little weird. It just takes some tinkering.



None.

Jan 25 2010, 2:58 pm Wormer Post #8



They don't stop the trigger in my case. The side effect the unit (which I use as a marker) not being given results in the trigger firing again and again and spamming the message. Yeah I've tinkered it by placing transmission in the end. However I am interested in reasons and if I am right about it (and it is not again something stupid on my side) and if anybody else have already encountered such a bug.



Some.

Jan 25 2010, 3:39 pm LoveLess Post #9

Let me show you how to hump without making love.

Quote from Wormer
They don't stop the trigger in my case. The side effect the unit (which I use as a marker) not being given results in the trigger firing again and again and spamming the message. Yeah I've tinkered it by placing transmission in the end. However I am interested in reasons and if I am right about it (and it is not again something stupid on my side) and if anybody else have already encountered such a bug.
Trying to make it blink as well as ping huh?

My guess is that it's some kind of coded script that makes it so you can't give it will it's transmitting, aka pinging, because it most likely needs the unit to stay the same player for each 'ping' of the unit's selection circle. That's if I am reading all of what you said right and just a guess on my part.




None.

Jan 25 2010, 4:08 pm The Starport Post #10



Weird.


Someone mind explaining to me what Subtract milliseconds in a transmission was supposed to do? That's just one of those things I've never bothered with.

Also funny that I only recently learned what Always Display did in text display actions, too. :P



None.

Jan 25 2010, 4:31 pm Wormer Post #11



Quote from LoveLess
Trying to make it blink as well as ping huh?
Yeah, but the main point was to also be able to go to the area by clicking space. If you just ping at location it isn't queued as something important.

Quote from LoveLess
My guess is that it's some kind of coded script that makes it so you can't give it will it's transmitting, aka pinging, because it most likely needs the unit to stay the same player for each 'ping' of the unit's selection circle. That's if I am reading all of what you said right and just a guess on my part.
Probably something like that, but I was pinging completely different unit from the one which I given.

Someone please verify this thing, I will be feeling silly if it's something foolish on my part :/

Quote from name:Tuxedo-Templar
Someone mind explaining to me what Subtract milliseconds in a transmission was supposed to do? That's just one of those things I've never bothered with.
No idea on my part about the meaning of addition and subtraction. Haven't ever used that really too.



Some.

Jan 25 2010, 5:01 pm The Starport Post #12



Quote from Wormer
No idea on my part about the meaning of addition and subtraction. Haven't ever used that really too.
I think it still has a blocking effect, though. -10000000 doesn't remove it, alas.


Edit: Actually, I'm gonna fucking test this again. Later, though.

Post has been edited 2 time(s), last time on Jan 25 2010, 5:10 pm by Tuxedo-Templar.



None.

Jan 27 2010, 8:32 pm Wormer Post #13



Quote from name:Tuxedo-Templar
Well you do know the Transmission action is a wait blocker, right?
I've realized if transmission really has a wait effect this might be the problem when you have "jumping" locations.

Finally, as I've supposed, nothing new. :ermm: I guess just another silly mistake on my side instead. :blush:



Some.

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