Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spawn DC loop stops after awhile?
Spawn DC loop stops after awhile?
This topic is locked. You can no longer write replies here.
Apr 4 2009, 4:13 am
By: Queen-Gambit  

Apr 4 2009, 4:13 am Queen-Gambit Post #1



I am currently creating a Defense dodge map. Players control 1 dark archon and must reach the top of the map dodging incoming flying overlords. Heres a snapshot:



My Problem arises from the triggers themselves. I'm trying to get a steady flow of spawned overlords from point A to point B. During testing, the spawn of overlords stops after couple secs. Here is how the map is coded:



My understanding: whats happening is a simple loop. Death count is set to 23 and decreases constantly. Whenever the death count reaches zero, death count is set to 23 and yellow overlord will spawn and move to point B. After

My understanding/findings : I've done this coding using "wait" trigger and works perfectly fine however, the wait trigger screws up other trigs. You will notice i used nydus canal for Death count. I've used other units as death counts and still problem is there. I deleted the "kill overlord at point B" trig because I thought it was the one causing this problem but I was wrong. I've took the liberty in fiddling around with the 'at-least', 'at-most' trigs too. Still problem not solved. What bizarre is that after the map spawns its 9th overlord, it would stop spawnning.

Please help fix this loop so it can go on forever. I would still like to use DC's. (Switches too, if its advisable).

Attachments:
Hawaiian Dodge1.scx
Hits: 1 Size: 54.41kb



None.

Apr 4 2009, 4:24 am Kaias Post #2



You forgot to put preserve trigger on your hypertriggers. It doesn't stop spawning, it just starts to go really slow after the HT have been run through.



None.

Apr 4 2009, 4:55 am Queen-Gambit Post #3



lol on me, Grantithor, lil-inferno, mog and the rest of the op Sen idlers. It was just a missing preserve on hypers.





None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2026-7-23. : 6:40 am]
Oh_Man -- true
[2026-7-23. : 3:16 am]
RIVE -- Still annoyed there was never a trigger to stop or pause wavs.
[2026-7-23. : 1:40 am]
Oh_Man -- tthen u come to SCBW and it's like - upload WAV, play WAV.... sigh why cant it be that easy
[2026-7-23. : 1:40 am]
Oh_Man -- and no consistent easy to use way to then play the audio either
[2026-7-23. : 1:39 am]
Oh_Man -- where they use third party audioprogram called WWISE which basically makes adding audio extremely difficult
[2026-7-23. : 1:39 am]
Oh_Man -- i appreciate SCBW's ability to just let us upload and play WAVs so much compared to nightmare that is total war warhammer 3
[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.
Please log in to shout.


Members Online: Vrael, RIVE