Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Unit spawning slower?
Unit spawning slower?
Feb 2 2010, 3:37 am
By: Newb  

Feb 2 2010, 3:37 am Newb Post #1



I have a trigger that spawns 4 zerglings, and 2 terran SCVs . For some odd reason the zerglings spawn a little later, even though they spawn from one trigger and the zerglings are before the SCVs... ( order matters ! ) Any idea why???



None.

Feb 2 2010, 3:39 am Falkoner Post #2



If it's exactly how you're saying, they should spawn at the same time, are there any waits in the trigger?



None.

Feb 2 2010, 3:41 am Newb Post #3



No, i mean like the zerglings spawn around 8/12 seconds later than the SCVs and there are no waits ( using hypers )
If no one knows, it's not that big of a deal ( atm )



None.

Feb 2 2010, 3:45 am stickynote Post #4



Could you post the exact trigger?



None.

Feb 2 2010, 4:14 am Newb Post #5



It could be possible that I have some random trigger that may be stopping it, but I have a very similar trigger to this one that works just fine...
I doubt you'll find anything, but here:

Trigger("Player 1"){
Conditions:
Bring("Player 1", "Vespene Orb (Protoss Type 1)", "Player 1 ", At least, 1);
Switch("Player 1 Attack ", set);
Deaths("Player 1", "Protoss Unused type 1", At least, 1);
Deaths("Player 1", "Terran Science Facility", Exactly, 1);
Deaths("Player 1", "Zerg Lurker Egg", Exactly, 0);

Actions:
Set Deaths("Player 1", "Terran Science Facility", Subtract, 1);
Create Unit("Player 1", "Zergling", 4, "P1 TF");
Set Deaths("Player 1", "Zerg Lurker Egg", Add, 5);
Set Deaths("Player 1", "Mineral Field (Type 3)", Subtract, 1);
Create Unit("Player 1", "SCV", 2, "P1 TF");
Preserve Trigger();
Comment("TF");
}

//-----------------------------------------------------------------//



None.

Feb 2 2010, 4:53 am stickynote Post #6



Hm... I have no idea. Maybe another trigger messed it up or something.



None.

Feb 2 2010, 8:10 am ManaShield(Radiant) Post #7



Maybe it has something to do with your switch, or you accidentily used one of those death count units for something else and don't realise it.

I hate when theres some random trigger interfering with stuff :(



None.

Feb 2 2010, 1:19 pm Falkoner Post #8



The switch wouldn't cause the problem, if the trigger runs at all, both units will spawn. Add a text display and make sure that the correct trigger is running.



None.

Feb 2 2010, 4:19 pm NudeRaider Post #9

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

Yes, since this trigger is owned by only one player and you're creating for the same player they will both spawn exactly the same game time. Lags could make it a realizable real-time difference but even that is doubtful.

My bet is that there's another trigger removing the ling sin the same trigger loop.




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[05:48 pm]
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[05:47 pm]
Zoan -- Heinermann
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Constructing a counterexample is answering the question: "Is Navier Stokes well posed?" in the negative
[05:44 pm]
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[05:43 pm]
Heinermann -- it also didn't solve that problem but hey as long as the investors are pleased
[05:39 pm]
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[05:32 pm]
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NudeRaider -- Zoan
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