Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Reliability of Forces in conditions
Reliability of Forces in conditions
Feb 11 2009, 9:18 pm
By: alexpnd  

Feb 11 2009, 9:18 pm alexpnd Post #1



I dont seem to be getting the proper responses from my triggers when I use forces instead of individual players sometime.

Con:
Force 1 command 0 unit
Force 2 command 0 unit

Action:
Something


It'll fire even if a player from force 2 has the unit.



None.

Feb 11 2009, 9:44 pm Wormer Post #2



Well, this may consider this problem.

What other triggers do you have? Yes, this might matter.

Dont you have the pattern?
1. Check whether some player commands a unit at location.
2. Create a unit at location.
3. Check whether a player commands a unit at the same location.

Anyways more detailed triggers (including actions and owners) would be appreciated.



Some.

Feb 11 2009, 9:53 pm alexpnd Post #3



I'm embarrassed hehe. Was the simple create unit problem. Odd thing was it was working when Force 1 commanded 0 unit but not Force 2. Anyways I set a small counter to give some space between creation and detection. Thanks.



None.

Feb 11 2009, 9:54 pm Wormer Post #4



No problem =)



Some.

Feb 11 2009, 11:47 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

Bring updates as soon as you kill or remove the unit (within the same trigger loop).
Use bring instead of commands and you don't need a counter to delay detection.

Post has been edited 1 time(s), last time on Feb 13 2009, 2:10 pm by NudeRaider. Reason: corrected mistake




Feb 13 2009, 5:14 am Falkoner Post #6



Quote
Bring updates as soon as you create the unit (within the same trigger loop).

Actually, creating a unit doesn't update it, removing them does, removing, moving a location, and killing units are the best ways to easily update it.



None.

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[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
[2026-7-16. : 2:28 am]
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
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
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.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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