Doors Lagging
Jun 17 2008, 5:05 am
By: Falkoner  

Jun 17 2008, 5:05 am Falkoner Post #1



Okay, so I am trying to set up a basic door system, here's how the triggers look:

CONDITIONS:
Force 1 brings exactly 0 Rebel Leader to 'Base Store Door'
Player 6 has suffered exactly 1 death of '§ Door Set 1'

ACTIONS:
Enable Doodad State at 'Right Upper Level Door' for Neutral at 'Base Store Door'
Modify death counts for Player 6: Set to 0 for '§ Door Set 1'
Preserve Trigger


CONDITIONS:
Force 1 brings at least 1 Rebel Leader to 'Base Store Door'
Player 6 has suffered exactly 0 death of '§ Door Set 1'

ACTIONS:
Disable Doodad State at 'Right Upper Level Door' for Neutral at 'Base Store Door'
Modify death counts for Player 6: Set to 1 for '§ Door Set 1'
Preserve Trigger

And it seems to work perfectly, but I've found that if I just enter the location, then leave it before the door goes completely down, the door will stay down, even though I am out of the location, no other trigger effects this door or it's death counts, I checked, so does anyone have any idea what could be happening?



None.

Jun 17 2008, 5:08 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

It's because of the animation. It has to finish first before the other will work. If you toggle them that is why it goes all glitchy.



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Jun 17 2008, 5:09 am Falkoner Post #3



That's why I added the death in there, so that wouldn't happen, and it's happening anyway, it's not glitching up like most maps, it goes up and down smoothly, it just gets stuck like this sometimes, and it's not toggling, it's either enabling, or disabling.

EDIT:
Oh... I see what you mean... how the heck can I fix that then? Okay, I figured it out, thanks Farty :) I guess this is why I usually ask you instead of posting :D

Post has been edited 1 time(s), last time on Jun 17 2008, 5:43 am by Falkoner.



None.

Jun 17 2008, 4:05 pm Ahli Post #4

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

You did not write how you fixed it, but I think you thought that: "I should add a dc timer."

Post has been edited 1 time(s), last time on Jun 17 2008, 4:06 pm by Ahli. Reason: I wrote "fiexed" omfg




Jun 17 2008, 4:08 pm Falkoner Post #5



Well, to a point, but since I have over 30 doors, that wasn't a very good option for me, so what I did was I added a trigger that every 5 seconds it enables all doors unless there is a door inside the locations following the Rebel Leaders.



None.

Jun 17 2008, 4:18 pm JaFF Post #6



With doors, do not give a command before 15 trigger cycles have passed since the previous one.



None.

Jun 17 2008, 4:50 pm Falkoner Post #7



Too lazy to set that up with over 30 doors :P Especially when 3 players can be running around activating more than one door in less than 15 trigger cycles, my method worked out just fine.



None.

Jun 17 2008, 5:30 pm JaFF Post #8



Quote from Falkoner
Too lazy to set that up with over 30 doors :P Especially when 3 players can be running around activating more than one door in less than 15 trigger cycles, my method worked out just fine.
When you perform any action on any door, create 15 burrowed units under it. Not that you'll use it, but just for anyone who might need it later.



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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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