Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: detect units at location
detect units at location
Jul 1 2010, 7:42 am
By: okeee  

May 10 2011, 5:55 pm Vrael Post #21



Quote from okeee
Quote from rockz
Put them last in your trigger list so that they won't disrupt other waits you have, though you shouldn't be using any waits other than hyper triggers.
I already used them, and its too much work too change it. but i seperated them over the players, and i'll put the hyper triggers at another player, on the bottom the trigger list of that player. then it should be ok right?
Suck it up bitch. (And when I say bitch I mean that in the most humorous non offensive way possible :D) My map has over 10000 triggers. Ahli made a map with over 65000 triggers. Kaias and Lethal Illusion made a map with 20k? There are numerous other maps with shit tons of work put into them, I just can't name them all off the top of my head. Just suck it up and redo it. It's part of mapping.

Sounds harsh, but really, that's what you gotta do.

Edit:
On a more helpful note, do you edit triggers in text format or solely in classic format? If you don't know how to edit text-wise you should learn, if you need help with that I'd be happy to help, its great to know and extremely useful especially for things like this where you're going to end up doing a lot of copy+paste on triggers.

Post has been edited 1 time(s), last time on May 10 2011, 6:04 pm by Vrael.



None.

May 10 2011, 6:57 pm okeee Post #22



Quote from rockz
4x4 pixels is pretty small but still should be small enough.

Interceptors are the fastest air unit, with muta/scourge/wraith/etc... being second. Scourges are probably the ones to test, as they are the smallest.

I think you're encountering wait blocks because you're using waits elsewhere.

i used them only at the other players, so the player with the hypertriggers doesnt have them at all. i thought it shouldnt interfere?



None.

May 12 2011, 4:16 pm Heinermann Post #23

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The Nuclear Missile is the fastest unit. It practically has no speed limit, just a long acceleration.

Your hyper triggers must be set for an active player (Non-human preferably). It only needs to run for 1 player, not all of them.
As far as your issue is concerned, if you still can't detect the air unit, then it's either an issue with your trigger or a Starcraft limitation.

Note: Putting a trigger in "All Players" will just copy the same trigger to each of the 8 players. There are only triggers owned by 8 players in the end.

Post has been edited 1 time(s), last time on May 12 2011, 7:03 pm by Heinermann. Reason: Remove incorrect info




May 12 2011, 6:23 pm Wormer Post #24



Quote from Heinermann
The condition Bring owned by a player can't be met until the wait for that specific player finishes its execution.
Are you sure about this part? If I've understood you right, do you imply that any bring condition in any trigger owned by player P won't return true until wait for P finishes? Haven't encountered this in practice, but probably just haven't payed much attention.



Some.

May 12 2011, 7:00 pm Heinermann Post #25

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Sorry my bad, I was mistaken.




May 12 2011, 7:39 pm ubermctastic Post #26



Wait. How do you use the text trigger editor?



None.

May 12 2011, 7:47 pm Ahli Post #27

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

Quote from name:K_A
Wait. How do you use the text trigger editor?
Scmdraft has a text trigger editor.
The button in the top right with a blue diamond on it (not to far top right, that's the window exit button) compiles and saves the triggers, if they could be compiled (-> no errors).

Use a text editor like notepad++ to easily modify the text triggers.
There are even makros for notepad++ for faster trigger writing and some people even created an own text trigger creation program (makrotriggers?) with loops and stuff to produce many triggers within a short time.
Just ask Vrael! :D




May 12 2011, 8:50 pm NudeRaider Post #28

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

Quote from Wormer
Quote from Heinermann
The condition Bring owned by a player can't be met until the wait for that specific player finishes its execution.
Are you sure about this part? If I've understood you right, do you imply that any bring condition in any trigger owned by player P won't return true until wait for P finishes? Haven't encountered this in practice, but probably just haven't payed much attention.
Quote from Heinermann
Sorry my bad, I was mistaken.

But it will prevent conditions of the trigger executing the wait to be met, right?
That's what I thought he implied in the first place.




May 12 2011, 10:03 pm Heinermann Post #29

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

Yes if there's a wait in a trigger, that one trigger can't be executed again until ALL waits for that player are over.
When it's over, it will execute from where the wait left off, until all the actions have been performed, and then re-enable the conditions.




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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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