Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Units not attacking
Units not attacking
Nov 4 2016, 1:22 pm
By: MetalGear  

Nov 4 2016, 1:22 pm MetalGear Post #1



Hi guys. I have a small problem. I've created a player in my map that spawns Ghosts, Marines, Firebats, and Zerglings in specified spawn locations. Now the problem is that when I bring my unit to them, they only attack like half the time. The rest of the time they just stand there doing nothing whilst being attacked.

Does anyone know why this could be?

Thanks in advance.



None.

Nov 4 2016, 3:27 pm Azrael Post #2



If you send me the map, with information about which players are involved and the location where the problem occurs, I can tell you why it isn't working.




Nov 4 2016, 6:24 pm DarkenedFantasies Post #3

Roy's Secret Service

Yeah, if we could look at the map it would help greatly. My first guess is that the units belong to someone like Player 9? Units owned by players 9-11 can't effectively attack.




Nov 4 2016, 6:31 pm Dem0n Post #4

ᕕ( ᐛ )ᕗ

Yeah, if we could look at the map it would help greatly. My first guess is that the units belong to someone like Player 9? Units owned by players 9-11 can't effectively attack.
MetalGear's a seasoned mapper, so that's probably not the issue. :P




Nov 4 2016, 9:35 pm MetalGear Post #5



Okay I'm having a second problem now. I'm trying to upload the map, but the browser won't find the folder that I put my map in. Also when I go on bnet, I try to create game but again it won't find the folder.



None.

Nov 5 2016, 12:18 am Pr0nogo Post #6



Likely related to Windows 10 folder security settings.




Nov 5 2016, 12:22 am Swampfox Post #7



Last time I had that issue it had to do with administrator privileges. Either run scmdraft2 as admin and/or save in a different destination.



None.

Nov 5 2016, 5:16 am MetalGear Post #8



Edit: I just tested again and I have the same problem. Now the problem is with player 2 (white). The player spawns units around the map but they only attack some of the time. I've attached the map below.

Attachments:
test.scx
Hits: 5 Size: 170.65kb

Post has been edited 3 time(s), last time on Nov 5 2016, 3:02 pm by MetalGear.



None.

Nov 5 2016, 10:43 pm Butch Post #9

PROFESSIONAL MAP MAKER

I don't really have the time to go through your triggers, I went through em for a bit but I couldn't find anything super specific. Do you have any triggers where units are ordered constantly? I noticed you have triggers for setting alliances every trigger cycle. I'm not 100% sure but I'd look for things like that, which happen every cycle and disrupt a units behavior. What I do with alliances is have spots where your control units are, like for example if you have a factory for casting spells and performing actions, detect when there is a "foe" there, if it should be an ally. This is the condition you should use to reset the alliance so it only happens when someone unallies another person they should be allied to.

Basically look for stuff that happens every cycle and messes with the units. That's all I can think of. When did this problem start happening? Did it happen the first time you tested the system? Try re-writing the system in different ways.



None.

Nov 6 2016, 12:33 am DarkenedFantasies Post #10

Roy's Secret Service

The "_create mr" triggers (owned by Player 1, the ones that create Zerg Devourers) are the cause of the problem. I didn't encounter the issue anymore after deleting them. I guess you should create the Zerg Devourers for players other than 2 and 8.

If that's not possible, you could change Player 2's Marines/Firebats/Zerglings/Ultralisks to their hero unit counterparts, since only the non-hero units are affected.




Nov 8 2016, 2:47 pm MetalGear Post #11



Thanks for the help. I actually managed to fix the problem by ordering the spawn units to attack whenever a unit enters the area. Problem solved.



None.

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[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
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[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
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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.
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Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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