Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Some actions not firing
Some actions not firing
Apr 2 2010, 11:37 pm
By: XGenesis  

Apr 2 2010, 11:37 pm XGenesis Post #1



In my newest map, there are some actions that are not firing. I have hyper triggers, and know the trigger is working because of some actions working, but others are not.
Below is the introduction trigger.
Trigger
Players

  • Player 1
  • Conditions

  • Elapsed time is at least 2 game seconds.
  • Actions

  • Display for current player:<02><19>Welcome to Defend Your Keep! <02><18>Build a Drone, Probe, or SCV depending on which custom race you want to play! <02><16>The Game will start when all players have chosen a race!
  • Center view for current player at 'P1 Inventory'
  • Play 'sound.wav'
  • Comment:

  • Although the display message is working, center view and playing the sound does not. Center view also does not fire for several other triggers, and my map seems overall just "slow". (even though I have 3 hyper triggers). Help! :unsure:
    Also: I resized the map from 128x128 to 196x128, then I realized 196 was not a dimension, so I changed it to 192. Don't know if this is part of the problem...



    None.

    Apr 2 2010, 11:48 pm DavidJCobb Post #2



    IIRC Play Sound and Center View use Waits in some situations. If you're using Wait-based hyper triggers instead of "complex" hyper triggers, then you may be having a wait block. Try these triggers instead of the Wait-based hypers:
    Trigger
    Players
  • Player 7
  • Conditions
  • Player 1 has suffered exactly 0 deaths of Alan Turret
  • Actions
  • Wait 0 milliseconds.
  • Set deaths for Player 1: set Alan Turret to 1.
  • Wait 0 milliseconds.
  • Preserve trigger.

  • Trigger
    Players
  • Player 8
  • Conditions
  • Player 1 has suffered exactly 1 deaths of Alan Turret
  • Actions
  • Wait 0 milliseconds.
  • Set deaths for Player 1: set Alan Turret to 0.
  • Wait 0 milliseconds.
  • Preserve trigger.

  • Where you can use any death counter in place of P1 Alan Turret, and any players in place of P7 and P8 (so long as they're actually in the game, they're not P9-12, and they are different from one another).

    BTW the trigger BBCode only works when it's all on one line.



    None.

    Apr 3 2010, 6:03 am rockz Post #3

    ᴄʜᴇᴇsᴇ ɪᴛ!

    ensure the hyper triggers are last in the list (complex vs simple hypers is irrelevant). Also, don't play on single player.

    If the location and sound don't exist, they might not work, but I doubt it.

    Add in a "create unit" action before and after each action, so you know where it stops working.



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

    Apr 3 2010, 6:37 am XGenesis Post #4



    Quote from rockz
    ensure the hyper triggers are last in the list (complex vs simple hypers is irrelevant). Also, don't play on single player.

    If the location and sound don't exist, they might not work, but I doubt it.

    Add in a "create unit" action before and after each action, so you know where it stops working.

    Does testing in LAN/UDP 'work'? (not count as single player)
    @rockz, thats probably why my trigs wern't working; hyper triggers were at the top of my list.



    None.

    Apr 3 2010, 7:09 am rockz Post #5

    ᴄʜᴇᴇsᴇ ɪᴛ!

    Yeah, LAN/UDP is multiplayer (you have to click the multiplayer button to get there). Single player actions sometimes differ from multiplayer actions.



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

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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
    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
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    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
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    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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