Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Whiskey Tango Foxtrot
Whiskey Tango Foxtrot
Feb 17 2010, 2:55 am
By: LoveLess  

Feb 17 2010, 2:55 am LoveLess Post #1

Let me show you how to hump without making love.

It was too long to post.

Ctrl+F and put in Switch2

You'll find a trigger with conditions for deaths of Terran Academies. It will ALWAYS spawn a Terran Bunker and will ALWAYS be in the same spot.

Attachments:
Endless Zombie Madness.scx
Hits: 2 Size: 60.67kb



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Feb 17 2010, 3:00 am Aristocrat Post #2



Quote from name:Stefani Germanotta
It was too long to post.

Ctrl+F and put in Switch2

You'll find a trigger with conditions for deaths of Terran Academies. It will ALWAYS spawn a Terran Bunker and will ALWAYS be in the same spot.

I think it's the "preserve trigger()" clause in your very first trigger.



None.

Feb 17 2010, 3:10 am LoveLess Post #3

Let me show you how to hump without making love.

Quote from name:doomedrusher
Quote from name:Stefani Germanotta
It was too long to post.

Ctrl+F and put in Switch2

You'll find a trigger with conditions for deaths of Terran Academies. It will ALWAYS spawn a Terran Bunker and will ALWAYS be in the same spot.

I think it's the "preserve trigger()" clause in your very first trigger.
...Whats wrong with it. It's the same as every other trigger, there is nothing wrong with it.




None.

Feb 17 2010, 3:11 am Falkoner Post #4



What are you trying to do with this trigger system? A bit more information would be helpful.



None.

Feb 17 2010, 3:13 am LoveLess Post #5

Let me show you how to hump without making love.

Quote from Falkoner
What are you trying to do with this trigger system? A bit more information would be helpful.
The switches? Attain the closest to randomization as possible.

The entire point of the map is that it is infinitely randomized so that games will most likely never be the same and continue on, indefinitely.

Before I added two new triggers that only READ switches, it worked fine.




None.

Feb 17 2010, 3:17 am Falkoner Post #6



I'm not certain about this, didn't really look deeply into it, but perhaps you're forgetting to factor in Bring not updating quickly? If you give the units away and then have a condition following that detecting whether there's any left or not, it will detect them as still being there, even after they've been given away. To fix this, add a Remove Unit action after giving the units away that does nothing, but will update the Bring command.



None.

Feb 17 2010, 3:22 am LoveLess Post #7

Let me show you how to hump without making love.

Quote from Falkoner
I'm not certain about this, didn't really look deeply into it, but perhaps you're forgetting to factor in Bring not updating quickly? If you give the units away and then have a condition following that detecting whether there's any left or not, it will detect them as still being there, even after they've been given away. To fix this, add a Remove Unit action after giving the units away that does nothing, but will update the Bring command.
I know about this, but what about the center location action? That doesn't matter with updating, correct?

I am not using a Bring for either of these.

It always spawns the Bunker and it's always in the same spot. For the randomization trigger, I use a static grid and I know this works perfectly fine, as it did in the previous version with no changes.


//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:

Actions:
Set Switch("Switch2", randomize);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
Switch("Switch2", set);
Deaths("Player 5", "Terran Academy", At least, 1);
Deaths("Player 8", "Terran Academy", Exactly, 0);
Deaths("Player 8", "Infested Terran", At least, 1);

Actions:
Move Location("Player 11", "Infested Terran", "Location 0", "Location 9");
Move Location("Player 11", "Infested Terran", "Location 0", "Location 15");
Move Location("Player 11", "Infested Terran", "Location 0", "Location 19");
Create Unit("Player 5", "Terran Academy", 1, "Location 16");
Move Unit("Player 11", "Infested Terran", 1, "Location 15", "Location 16");
Move Unit("Player 5", "Terran Academy", 1, "Location 16", "Location 15");
Move Unit("Player 11", "Infested Terran", 1, "Location 16", "Location 15");
Order("Player 5", "Protoss Reaver", "Anywhere", "Location 15", patrol);
Set Deaths("Player 5", "Terran Academy", Set To, 0);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
Switch("Switch2", not set);
Deaths("Player 5", "Terran Academy", At least, 1);
Deaths("Player 8", "Terran Academy", Exactly, 0);
Deaths("Player 8", "Infested Terran", At least, 1);

Actions:
Move Location("Player 11", "Infested Terran", "Location 0", "Location 9");
Move Location("Player 11", "Infested Terran", "Location 0", "Location 15");
Move Location("Player 11", "Infested Terran", "Location 0", "Location 19");
Create Unit("Player 5", "Terran Bunker", 1, "Location 16");
Move Unit("Player 11", "Infested Terran", 1, "Location 15", "Location 16");
Move Unit("Player 5", "Terran Bunker", 1, "Location 16", "Location 15");
Move Unit("Player 11", "Infested Terran", 1, "Location 16", "Location 15");
Create Unit("Player 5", "Terran Marine", 2, "Location 15");
Run AI Script At Location("EnBk", "Anywhere");
Order("Player 5", "Protoss Reaver", "Anywhere", "Location 15", patrol);
Set Deaths("Player 5", "Terran Academy", Set To, 0);
Preserve Trigger();
}

//-----------------------------------------------------------------//



None.

Feb 17 2010, 3:35 am CecilSunkure Post #8



Debugging other peoples' maps is tough. So you randomize switch two, and for some reason it is always giving you the same results? I suggest that you make sure that the trigger doing the randomizing is actually firing. You can also try switching out switch 2 with a different switch. Something in your triggers is wrong, whether it is your fault or not, and you need to find it. I suggest recreating bits of the triggers to try and fix your mistake. Try pinpointing which triggers might be acting up.

Also, organize your triggers better, sheesh ;P



None.

Feb 17 2010, 4:05 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Not using death counts to store randomized variables is just asking for trouble.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 17 2010, 4:09 am LoveLess Post #10

Let me show you how to hump without making love.

Found out that it's something wrong with reading switches. I do not know why, but it's reading them as not set. I even tested it to see if they were randomizing... They are. Just, for some reason, it's reading them as not set.



None.

Feb 17 2010, 4:12 am CecilSunkure Post #11



I've had this problem also, but only with switches that were renamed. Just use a different switch.

[Edit]If the problem persists, it's a logic error.



None.

Feb 17 2010, 4:24 am LoveLess Post #12

Let me show you how to hump without making love.

I found the error. It's in the ownership of the trigger.

I gave the spawning of the bunker to Player 8, instead of Player 5 and now the trigger works fine.

Ain't that some shit?




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