this is a bug I've been having on my map for some time. basically I know the trigger itself is working, but on occasion there will be a player that does not receive a mineral from it, this seems to happen only to one player once every 15 games (ROUGH estimate). I have NO idea what is going on.
(note the trigger functions properly with the one exception of a player sometimes not getting a mineral. also note there are only 5 players in the game. I have up to player 16 receiving a mineral since the AI doesn't use them and I figured might as well give everyone a mineral since I heard that might help the problem)
I don't remember, but I don't think that is relevant to weather one of the actions goes off- if that was the problem, none of the players would be getting minerals (hope this didn't sound rude o.o)
'...when you have eliminated all which is impossible, then whatever remains, however improbable, must be the truth.'
-Sherlock Holmes
But seriously, I don't see any logical reasoning for why it wouldn't, so making it overall more efficient couldn't hurt.
Edit: Heck maybe it has to do with you adding exactly 1 mineral. We all know the number one screws up and shows up as "..." in text all the time in game.
maybe. at this point its happening so rarely that im just going to leave it be for now I suppose. hasn't happened in quite a while so I think ill just be satisfied with this low frequency
is it possible that the trigger runs more often? killing all instances will cancel the process then. i also recommend changes, rather use a "wait for condition" and then add the minerals, so you wont need to kill all instances. also having triggers without an event is useless. rather use action definitions. your triggers will be much better organized. also useless to turn on/off this trigger without event.
are there any errors when running the map in editor? errors are able to cancel the execution.
this trigger should run only once per game, im using a single "run trigger" action in another trigger to have it play. whenever the bug occurs, the text message and modify variable action still plays so I don't believe it because of the stop all instances thing
as far as errors go, there arn't any errors showing up, unless there are some that I don't see in the error reporter thing.
hmm ok, ill look into it, now that I mention it, the bug has never effected me. as far as I am aware, my game only allows a player to spend a mineral one way, and that is to unlock their "special" ability, the player says they are unable to unlock this on occasion because they are not getting a mineral. hmm ill try to find something that my be consuming a mineral
this is a bug I've been having on my map for some time. basically I know the trigger itself is working, but on occasion there will be a player that does not receive a mineral from it, this seems to happen only to one player once every 15 games (ROUGH estimate). I have NO idea what is going on.
(note the trigger functions properly with the one exception of a player sometimes not getting a mineral. also note there are only 5 players in the game. I have up to player 16 receiving a mineral since the AI doesn't use them and I figured might as well give everyone a mineral since I heard that might help the problem)
@datLoLorian: Go
I did that before- changing to this setup actually lowered the frequency of the problem
Why are you using 0<=#units<=#units. Why not just use #units=0?
@MaskedImposter: Go
I don't remember, but I don't think that is relevant to weather one of the actions goes off- if that was the problem, none of the players would be getting minerals (hope this didn't sound rude o.o)
-Sherlock Holmes
But seriously, I don't see any logical reasoning for why it wouldn't, so making it overall more efficient couldn't hurt.
Edit: Heck maybe it has to do with you adding exactly 1 mineral. We all know the number one screws up and shows up as "..." in text all the time in game.
maybe. at this point its happening so rarely that im just going to leave it be for now I suppose. hasn't happened in quite a while so I think ill just be satisfied with this low frequency
is it possible that the trigger runs more often? killing all instances will cancel the process then. i also recommend changes, rather use a "wait for condition" and then add the minerals, so you wont need to kill all instances. also having triggers without an event is useless. rather use action definitions. your triggers will be much better organized. also useless to turn on/off this trigger without event.
are there any errors when running the map in editor? errors are able to cancel the execution.
@FunkyUserName: Go
this trigger should run only once per game, im using a single "run trigger" action in another trigger to have it play. whenever the bug occurs, the text message and modify variable action still plays so I don't believe it because of the stop all instances thing
as far as errors go, there arn't any errors showing up, unless there are some that I don't see in the error reporter thing.
then it must be game logic, spending the mineral, removing it w/e, or the ppl lie
Yea, that's what I was wondering, if instead there was something else taking the mineral away around the same time.
hmm ok, ill look into it, now that I mention it, the bug has never effected me. as far as I am aware, my game only allows a player to spend a mineral one way, and that is to unlock their "special" ability, the player says they are unable to unlock this on occasion because they are not getting a mineral. hmm ill try to find something that my be consuming a mineral
or the players are just too stupid to unlock it. don't find, bad english
@FunkyUserName: Go
haha maybe that is what is happening XP