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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