Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Computer Enemies Stop Attacking
Computer Enemies Stop Attacking
Nov 6 2012, 12:12 am
By: SlayerFTH  

Nov 6 2012, 12:12 am SlayerFTH Post #1



My RPG uses Dark Templars as the main character, and after 30 minutes like clockwork. the enemies simply stop attacking, is there anything to be done about this? It's not a matter of losing vision, because the enemy would flee upon being struck, every once in a while they will hit back which would happen if we were allied and I was attacking my friendly computer, but there's not a single trigger that would ally me and this computer? Suggestions, comments?



None.

Nov 6 2012, 12:21 am Roy Post #2

An artist's depiction of an Extended Unit Death

Possibilities:

1) A trigger constantly assigning alliance status.
2) The computer met losing conditions (i.e., the Defeat action ran for the computer player).
3) An invincibility trigger is on the fritz.
4) A trigger constantly giving the computer's units orders.
5) A trigger constantly moving the computer's units.
6) The computer's units are given to an extended player (e.g., Player 9) and never given back.
7) An AI Script is causing this weird behavior (are you running any scripts repeatedly, perhaps?).
8) A trigger constantly changing the owner of the computer's units.

Run through those ideas and see if there are any issues that could apply to your map, and then verifying that it isn't happening. It sounds like this is a pain to debug because it happens at 30 minutes in, but hopefully you can check for most of these issues in the same run.




Nov 6 2012, 3:11 am Lanthanide Post #3



Run through Roy's suggestions first, but if you're confident it's none of them, then it's probably this: http://www.staredit.net/topic/5902/



None.

Nov 6 2012, 11:53 am Oh_Man Post #4

Find Me On Discord (Brood War UMS Community & Staredit Network)

I once had this issue and it turns out it was an AI Script firing too often, after a while all scripts would stop working (couldn't even pick up units in dropships anymore).




Nov 6 2012, 12:51 pm NudeRaider Post #5

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

Sounds a bit like you've removed vision of himself from that computer




Nov 6 2012, 11:13 pm Lanthanide Post #6



Yes Nude, which is a symptom I observed with my lurkers in that thread. In my case it only affected the lurkers, not other units (as far as I could see), but with a weird bug like that who really knows in what sort of permutations it could crop up under.



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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
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