Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Set Doodad and Create Unit bug
Set Doodad and Create Unit bug
Jan 4 2015, 10:14 am
By: LoveLess  

Jan 4 2015, 10:14 am LoveLess Post #1

Let me show you how to hump without making love.

So while I was making a map for the contest, I came across a bug that was eluding me... Set Doodad State wasn't working properly. After trial and error, I have found the cause: When you create a unit with triggers, it causes some kind of error with the Set Doodad State action. This means that anytime you create a unit in the same cycle, the game ignores the set doodad state action entirely regardless of it's position in that cycle.

The only solution I have found is to create a buffer elsewhere on the map so when you do create units, they are made in mass to mitigate the bug as much as possible. Then move the units as you need them...

Wasn't really sure where to put this since it isn't a theory or idea, but an issue that might explain why Set Doodad didn't always work when in the past (at least in my experience). I knew it was a buggy action, but this takes the cake.

Attachments:
enable state bullshit.scx
Hits: 0 Size: 36.13kb

Post has been edited 1 time(s), last time on Jan 7 2015, 5:12 am by LoveLess.



None.

Jan 8 2015, 5:09 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

You should be able to add a wait 0 in the create unit trigger to let it skip to the next trigger frame. I'm surprised that adding the create trigger after the disable trigger caused an issue.



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

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