Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Enemy Units Don't Attack
Enemy Units Don't Attack
Sep 24 2007, 4:40 am
By: voku  

Sep 24 2007, 4:40 am voku Post #1



I am in the process of making a new impossible scenarios map. The map has 16 levels, but after a random point in time, the rest of the levels thenafter glitched and the enemy units don't attack the players. I checked the FAQs to no avail. Any similar problems out there and/or general causes/solutions?

Note: I debugged alliance and invicibility status for both the computer and humans during glitch period and everything is normal, but they just DON'T attack! >:(



None.

Sep 24 2007, 10:44 am who Post #2



make sure their owner is correct, and that the computer has alliance status of players to enemy.



None.

Sep 24 2007, 12:20 pm Falkoner Post #3



Do the enemies run away when attacked?



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Sep 24 2007, 4:10 pm fritfrat Post #4



A computer player receiving a Defeat would cause this.. the fact that this is the best idea I could come up with might mean you need to explain to us more about your problem though :P



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Sep 24 2007, 7:11 pm Money Post #5



Upload the map, that will make it a lot easier.



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Sep 24 2007, 7:56 pm voku Post #6



The enemies do not run away when attacked. They just sit there and await death.

There are no triggers to give computers defeat and their alliance and control status are all debugged to be normal.

If no one has a similar situation within the next few posts I will upload the map.



None.

Sep 24 2007, 8:05 pm voku Post #7



More information:

I am using hyper triggers and hyper player units.
I am not using .wavs or any virtual sounds
I am not using hyper speed (just 1x)
I am not using any sprites (yet)
I am not using illegal strings (but has colored and stacked strings)
I am not using VHP (yet)
Most work are done on SCMDraft2, some on Starforge, and ProEdit for protection.



None.

Sep 24 2007, 9:22 pm who Post #8



if you're using starforge, it automatically sets players without start location to inactive, like P12.
go to player settings and make sure the computer player is set to computer, not inactive or unused.



None.

Sep 24 2007, 9:45 pm voku Post #9



The computers are all set up correctly, or they won't attack in the first place before they glitch and stop attacking.



None.

Sep 24 2007, 9:53 pm voku Post #10



Here is the map. The glitch seems to happen randomly, making it extremely difficult to track down the source. Sometimes it doesn't happen at all.

Please don't distribute the map since it's in beta thx :)

Attachments:
[ImpossiblescenariosMosaic.scx
Hits: 4 Size: 60.71kb



None.

Sep 24 2007, 11:00 pm Money Post #11



Worked fine for me.



None.

Sep 25 2007, 12:34 am Falkoner Post #12



Hyper player units? I thought there was one that froze units... Lemme see..

Here it is:

You must place a player 14 map revealer as the first unit on your map.
If it is placed after, it will only freeze preplaced units before it.
The map revealer can be placed anywhere you wish. All units will be 2
times faster. Some minor glitches may occur, such as if a zerg unit
is attacked while burrowing, it may unburrow and cloak at the same time.
How to make time faster by 4x:

Or this:

There are 2 ways of doing this. One which will literally freeze units,
and one that will partially freeze units. To do the one to fully freeze
pre-placed units, place a map revealer, interceptor, or scarab after
placing the units you want frozen. The units placed before will be
frozen. They can not die, or be controlled. Fog will run over it but
you will still see it and be able to click on it. To do the one to
partially freeze units, just simply place any ground unit on invalid
terrain for player 14. When the game starts, it will say the unit was
unplacable and all preplaced units would have been frozen, but will
still look like they are moving and can be killed. Killing certain
units using this method may crash the game. Fog will run over them
like it does in the first method of freezing units.
How to freeze animation:
This is something different, as you can 'freeze unit animation'. Place
a player 14 scanner sweep anywhere. Once that scanner sweep ends, all
units that were moving will be stuck in their current animation. Note
that if you kill any of these units, the game will crash.

Although moneylover just said that it worked fine, so I'll test right now.



None.

Sep 25 2007, 12:38 am Money Post #13



I thought that only worked for 1.14 and by 1.15 it was gone?



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Sep 25 2007, 12:39 am voku Post #14



Ok I found a level pattern that always result in freezing on level 14: normal defeat (suicide) on lv 7, then forfeit on level 16, then suicide on level 3, then suicide on level 8. After failing those 4 levels in that order, level 14 would be partially frozen when u atk the enemies.



None.

Sep 25 2007, 12:45 am Falkoner Post #15



Yes, I noticed only partial freezing, and moneylover, I'm not even sure if they worked on 1.14, I just posted them.



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Sep 25 2007, 1:22 am voku Post #16



So... any solutions?



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Sep 25 2007, 1:24 am Falkoner Post #17



Could it be that the computer is receiving too many AIs?



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Sep 25 2007, 2:07 am voku Post #18



I didn't use any scripts... only patrol on level 13, and that's only a one time command.



None.

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