Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Random unit buy problem2
[SOLVED] Random unit buy problem2
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Oct 8 2011, 10:10 pm
By: IcY  

Oct 8 2011, 10:10 pm IcY Post #1

Cruisin' on that LSD

My random system has a glitch. It has about 5 units to cycle through. When players bring unit to location 'toy box' actions should be to take the unit at the randomized units location and and move the unit from the neutral player to the current players transfer zone. at the transfer zone location, units are changed from the neutral player 6or 7 i forget and given to the current player. each player has their own transfer location. The triggers run so that the toy box itself(randomized units location) containing the units are swapping the one unit for the next better unit, constantly quickly, where the players cannot see it. So when you enter the buy toy box location, it should take the current unit there, and give it to the player who bought, and before that even it should move your current character to the middle of the room as to not buy another toy right away. The problem is for one, the randomized location is not randomizing units, its just replacing the worst unit over and over isnstead of cycling through all units. You can see this at the bottom of the map, in the middle, in a square. Second, when you buy it, not only does it just give you the pistol, it never moves your character back to the middle of the room as to not buy another weapon right away. So that is the 2 problems. Here is the map attatched. Thanks

Attachments:
Nazi Zombies vIcY.scx
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Oct 9 2011, 7:40 pm Roy Post #2

An artist's depiction of an Extended Unit Death

First, a non-formatted paragraph is not as readable. It would have been nice if you added spacing like this:
Quote from IcY
My random system has a glitch. It has about 5 units to cycle through. When players bring unit to location 'toy box' actions should be to take the unit at the randomized units location and and move the unit from the neutral player to the current players transfer zone.

at the transfer zone location, units are changed from the neutral player 6or 7 i forget and given to the current player. each player has their own transfer location.

The triggers run so that the toy box itself (randomized units location) containing the units are swapping the one unit for the next better unit, constantly quickly, where the players cannot see it. So when you enter the buy toy box location, it should take the current unit there, and give it to the player who bought, and before that even it should move your current character to the middle of the room as to not buy another toy right away.

The problem is for one, the randomized location is not randomizing units, its just replacing the worst unit over and over instead of cycling through all units. You can see this at the bottom of the map, in the middle, in a square. Second, when you buy it, not only does it just give you the pistol, it never moves your character back to the middle of the room as to not buy another weapon right away. So those are the 2 problems. Here is the map attached. Thanks.

Second, if you're going to attach a map, it would be very helpful to describe where the malfunctioning triggers are located. I managed to find the triggers in question because the map doesn't have too many triggers yet, but this is something to keep in mind.

Third, I have found out why you're having these issues. Your "Random pt X" triggers are all running on the same trigger loop. This means the "M1911 Pistol" is at the random area, so the trigger runs to remove it and place a "Kar98 $100." Then the next trigger runs, which removes that and places a "M1 Carbine $250" instead. This continues up to the last trigger, which places the "M1911 Pistol" again. This all happens instantly, so it may just look like an "M1911 Pistol" is constantly getting replaced by an "M1 Pistol" in-game. So whenever the player's trigger to get a toy comes up, the "M1 Pistol" will always be the unit in the random area. My suggestion to remedy this is to have a death counter cycle through 0-4, and depending on the number determines what weapon the player receives (i.e. 0 deaths = M1911, 1 death = Kar98, etc.).

The reason your new unit isn't moved to the center is because when you move the new unit from the randomization, you tell it to be moved to "p1 center" (or whichever player is buying it). This happens in your "Transfer" trigger. The location of "p1 center" is where the previous unit was, which is at the "Toybox" location. You should either change the "Transfer" trigger to create at "Middle2" or change the "Buy toy" trigger to move the location "p1 center" to "Middle2" instead of trying to move the unit (which won't update the location in the same trigger loop).

Hope this helps.




Oct 10 2011, 6:44 pm IcY Post #3

Cruisin' on that LSD

Solved thanks




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