Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Weird anomaly
Weird anomaly
Jan 3 2011, 6:45 pm
By: Daedalus  

Jan 3 2011, 6:45 pm Daedalus Post #1



I have no idea if this is a known anomaly, but I've never seen or heard of it before.

This is what happens: right after I move computer units (P2 Zerg comp) to a location on the other side of the map they start walking back to exact spot they used to be.

The units are created in-game in a nice row (by constantly centering a location on a flying Valkyrie).
There are no AI's running and I have only 3 'order' commands and none of those come even near any of the locations. The weird thing is that they move back to the exact spot they used to be, which isn't the center of any location.

Does anyone of any clue why this is happening?

I've attached the map.
EDIT: I've stripped the map of any triggers and locations which don't have anything to do with the anomaly.

Attachments:
Anomaly.scm
Hits: 4 Size: 45.37kb



None.

Jan 3 2011, 6:58 pm Daedalus Post #2



Trigger
Players
  • Player 1
  • Conditions
  • Always
  • Actions
  • Move location 'timer-unit'on P3 men in 'timer-path'
  • Move location 'spawns-unit'on P3 men in 'spawns-path'


  • Trigger
    Players
  • Player 1
  • Conditions
  • Deaths("Player 8", "Jump Gate", Exactly, 0);
  • Actions
  • Create Unit with Properties("Player 3", "Protoss Reaver", 1, "Timer-Prestart", 0);
  • Order("All players", "Any unit", "Timer-Prestart", "Timer-Start", move);
  • Set Switch("Switch50", set);
  • Display Text Message(Always Display, "Level One starts soon, be ready");


  • Trigger
    Players
  • Player 1
  • Conditions
  • Deaths("Player 8", "Jump Gate", Exactly, 0);
  • Switch("Switch50", set);
  • Actions
  • Create Unit with Properties("Player 3", "Terran Valkyrie", 1, "Spawns-Start", 0);
  • Order("All players", "Any unit", "Spawns-Start", "Spawns-End", move);
  • Move Location("Player 3", "Men", "Spawns-Path", "Spawns-Unit");
  • Wait(0);
  • Create Unit("Player 2", "Zerg Zergling", 1, "Spawns-Unit");
  • Wait(204);
  • Create Unit("Player 2", "Zerg Hydralisk", 1, "Spawns-Unit");
  • Wait(204);
  • (repeat create zerg+hydra+waits 5 times)


  • Trigger
    Players
  • Player 1
  • Conditions
  • Deaths("Player 8", "Jump Gate", Exactly, 0);
  • Switch("Switch50", set);
  • Actions
  • Give Units to Player("Player 12", "Player 2", "Zerg Drone", 2, "Eggs");
  • Give Units to Player("Player 12", "Player 1", "Zerg Drone", 1, "Eggs");
  • Give Units to Player("Player 12", "Player 2", "Zerg Drone", 2, "Eggs");
  • Give Units to Player("Player 12", "Player 1", "Zerg Drone", 1, "Eggs");
  • Etc. Etc. This is used for timing the moving the created units to the desired locations ('spawning them')


  • Trigger
    Players
  • Player 1
  • Conditions
  • Deaths("Player 8", "Jump Gate", Exactly, 0);
  • Bring("All players", "Protoss Reaver", "Timer-Start", At least, 1);
  • Actions
  • Set Deaths("Player 8", "Jump Gate", Set To, 1);
  • Order("All players", "Protoss Reaver", "Timer-Start", "Timer-End", move);
  • This is the start of the first level. Now the reaver will walk in a long line right next to a bunch of P11/12 Drones.


  • Trigger
    Players
  • Player 1
  • Conditions
  • Deaths("Player 8", "Jump Gate", Exactly, 1);
  • Bring("Player 1", "Zerg Drone", "Timer-Unit", At least, 1);
  • Actions
  • Give Units to Player("Player 1", "Player 12", "Zerg Drone", 1, "Timer-Unit");
  • Move Unit("Player 2", "Men", 1, "Spawns-Path", "Field Center");
  • Preserve Trigger();
  • The P1 drones serve as a 'timer', every time the Reaver passes one, one of the units is moved to the battle location.




  • None.

    Jan 4 2011, 2:40 am Ahli Post #3

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

    Computer units that aren't heros will always do that if they got moved as long as they don't receive other orders by an actual AI script or trigger orders.

    I've just made a small map that shows some things that are unusual like that instead of posting the answer earlier :)
    Enjoy!

    Attachments:
    Ahlis Magic Show.scx
    Hits: 12 Size: 41.11kb




    Jan 4 2011, 10:59 am Daedalus Post #4



    So it is a long known thing... silly me :lol:

    Hah, I like your show, you should expand it :).

    Anyway, thanks for clearing this up for me.



    None.

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