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    posted a message on $10,000 if you find how to fix that

    @SouLCarveRR: GoNo need to be so condescendant.
    "Your telling your trigger to run with out checking conditions.... Why?"
    Because conditions have been already checked.

    "I bet if you use a local variable for the random integer and set it = 1 for an initial value I bet you dont have this problem. Your Global Region Variables there may also be an issue if they are not initialized before running this trigger. "
    You can also bet I already tried local/global and change default values. And of course it's not that at all, you can see value is set on each beginning of Obliterate trigger.
    And you can see too I was not using region variable on screenshot. (TW_ZGreen and TW_ZRed are the regions names (for "TwoWorlds_ZoneGreen")

    Even that was not working:

    Obliterate o
        Events
            Game - Player Any Player types a chat message containing "-o", matching Exactly
        Local Variables
        Conditions
        Actions
            Unit - Create 1 Purifier for player 0 at (Center of TW_EntireRed) facing 270.0 degrees (Ignore Placement)
    

    Of course the problem is OBVIOUSLY NOT the coding of the Obliterate trigger... Everything in the Obliterate trigger is correct and there is no reason to have a bug with that. I don't even understand why some people thought that.

    But like it would be really surprising the editor got a damn bug like that, I search with regions (thought a ID error) and finally found... enjoy:
    The unit is created just on top of a teleport, so the unit is teleported because she "enters" the region while being created... :D
    And if it's only occur during first trigger execution, it's because players got an interdiction to have units teleported. This interdiction lasts 10 seconds only for players 1 to 8... so like player 0 is stuck with this interdiction, everything was working fine after the first occurrence...
    http://2.bp.blogspot.com/_NliQl_vuj1Q/R0HSVj08rGI/AAAAAAAAABw/Q1RMNbcZzPU/s320/nelsonHaHa.jpg

    xD

    But the bright side of this: I would never found it if I'd not posted here, and I keep the $10,000 :P

    Posted in: Triggers
  • 0

    posted a message on $10,000 if you find how to fix that

    @HellGateSc2: Go You can download it in the maps section.
    Edit : http://www.sc2mapster.com/maps/bounty-hunters/files/

    Ok guys this is ridiculous. I finally found a way to fix it, but just take a look to that:

            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            And
                                Conditions
                                    ObliterateZone == 1
                                    Iteration == 0
                        Then
                            Unit - Create 1 Purifier for player 0 at (Center of TW_ZGreen) facing 270.0 degrees (Ignore Placement)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            And
                                Conditions
                                    ObliterateZone == 2
                                    Iteration == 0
                        Then
                            Unit - Create 1 Purifier for player 0 at (Center of TW_ZRed) facing 270.0 degrees (Ignore Placement)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            Iteration > 0
                        Then
                            Unit - Create 1 Purifier for player 0 at (Center of TW_ZX[ObliterateZone]) facing 270.0 degrees (Ignore Placement)
    

    If the trigger is on his first execution, I ask to create the unit on the WRONG region.
    If the trigger is not on his first execution, I ask to create the unit on the good region.

    And it's WORK... YES! I have to ask a unit creation on another region to have my unit created in the right place!
    Seriously WTF? What's wrong with the editor? It's just a nonsense. It shouldn't be possible.

    Anyways, I keep my $10,000 ;) But if you got an explanation to that editor bug, feel free to post.

    Posted in: Triggers
  • 0

    posted a message on $10,000 if you find how to fix that

    "One right after setting the variable ObliterateZone to the random value, then: right after you created your purifier(s). I could imagine that the game needs longer to load and create the unit the first time since all values have to be loaded into memory. "
    Agree in theory, but have you ever seen a map in your life (something like Dota or Golem Wars) creating the unit in the bad region for that purpose? :p
    I thought like you some weeks ago so I already tried to create the unit with a separate trigger after beginning of the map, and guess what? Don't work :p

    True I've not tried to set the two regions in a array, let's see what's the editor behavior with that. :)
    I'm confiant with that. That's how every randoms work in my map, dunno why I didn't made that in the first place.

    Edit : Hahaha, don't work xD (it's not funny at all in fact :/)
    I also replaced the "last created unit" by a var and put/remove the Wait 0 second.

    Posted in: Triggers
  • 0

    posted a message on $10,000 if you find how to fix that

    @nevjmac: Go

    "my next question. why do you have 4 seperate "if then else" when this could be put into one with half the code, see a summary below:"
    Because I said I had it in the first place but didn't worked (like switch or else-if). I tried every solutions, so the stupidest (4 if) was the last.

    "why are you using a neutral player rather than a computer player? try changing from player 0 and add a computer player in?"
    Same problem.
    If I use player 0 it's because I don't have to add a computer player in the lobby (or maybe it changed since WC3). But anyways, player 0 is a computer player ;)

    "and what is calling this trigger? how is this trigger activated?"
    The trigger is called here:

    MapSpecInit
        Events
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            MapSelected == 15
                        Then
                            Trigger - Turn Obliterate On
                            Trigger - Turn Obliterate Damage On
                            Trigger - Run Obliterate  (Ignore Conditions, Don't Wait until it finishes)
    


    (just the part of the trigger calling Obliterate)

    "another thing I just noticed yuo make variables for your timer but you still refer to it as last created timer >.< why not use the variables you created, this is the same thing for the last created unit lol"
    Because I need to stop the Obliterate (so timer) when the map ends (when someone achieves the objective) and destroy the timer window.
    I also need to reset everything when I start the auto-remake system.

    Np for questions :)

    Posted in: Triggers
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    posted a message on $10,000 if you find how to fix that

    @nevjmac: Go "Its not the point of of there being no other last created unit. its bad coding and practice to keep doing it, you should be storing the last created unit as a variable. It is your choice whether you do this. but it is generally frowned upon among other programmers."
    Hum... maybe but there is no point between the bug and "last created unit".
    And if I want to quibble: why creating a new variable and additionnal code lines if there is a function which prevent me to do that? :p (unless if "last created unit" = massive amount of code in script)

    "is that not what the problem is? that its happening in the wrong place?"
    The unit is created in the wrong place, but damage are dealt in the good place.

    "can you post a screenshot of the other trigger that obliteratezone variable is in."
    Sure. The other trigger:

    Obliterate Damage
        Events
            Timer - Every 0.1 seconds of Game Time
        Local Variables
        Conditions
            And
                Conditions
                    MapSelected == 15
                    ObliterateDamage == true
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ObliterateZone == 1
                Then
                    Unit Group - Pick each unit in (Bounty Hunter units in TW_EntireRed owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Add 1 Lava Damage to (Picked unit) from player 0
                Else
                    Unit Group - Pick each unit in (Bounty Hunter units in TW_EntireGreen owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Add 1 Lava Damage to (Picked unit) from player 0
    

    But the state is changed to "true" after unit creation...

    (edit: btw, I already tried to create unit in TW_EntireX instead of TW_ZX, don't work either)

    Posted in: Triggers
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    posted a message on $10,000 if you find how to fix that

    @nevjmac: Go

    Like I said :
    Unit - Create 1 Purifier for player 0 at (Center of TW_ZRed) facing 270.0 degrees (No Options)
    Unit - Move (Last created unit) instantly to (Center of TW_ZRed) (No Blend)
    Unit - Hide (Last created unit)
    Unit - Order (Last created unit) to (Purifier - Planet Cracker) (Replace Existing Orders)

    I use "last created unit" directly. The Wait is before the Remove, and the Remove works well ;)

    "whos to say another unit has been created and the one your wanting to remove is no longer the last created unit."
    Because there is no other "Create unit" in the trigger. No matter if another unit is created is another trigger during this 3 seconds, because the "Last created unit" don't care about that ;)
    It's just checking units created by the trigger itself.

    "is obliteratezone a variable of type interger? where else does this variable get used/changed. because you have so many waits in your trigger. the variable could be changed before the 2nd half of your trigger."
    Yes it's an integer, only changed here "Variable - Set ObliterateZone = (Random integer between 1 and 2)" (in that trigger).
    It's used in another trigger (turned on by the "ObliterateDamage = true") which is work well.
    And like I said earlier, the variable is correct when I display it before creating the unit :)

    Anyways, if the variable changed before the 2nd half of the trigger, the damage would be dealt in the wrong place and not the right one.

    Posted in: Triggers
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    posted a message on $10,000 if you find how to fix that

    @WallArcher: Go In the script, everything is fine. And if something was wrong, I presume the trigger would be broken all the time, not only on the first execution.
    Indeed there is no other timers. But fortunately that wouldn't bet a problem anyway, because "last created" refer to the "last created in the trigger" and don't care about other things created in other triggers. ;)

    @RileyStarcraft: Go Mmmh... I don't really understand.
    I use "last created unit" after calling Wait, but I create the unit after calling Wait too, just before using "last created unit".
    If you refer to the "Remove (last created unit) from the game", there is no bug with that action. The unit is correctly removed, because "last created unit" only check the last created unit by the trigger itself.

    (I don't understand that sentence at all: "but that's a HUGE no-no as it is likely to lead to race conditions when a unit is created while the trigger is waiting." ^-^ (not english ftw))

    Posted in: Triggers
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    posted a message on $10,000 if you find how to fix that

    @WallArcher: Go Unfortunately, I've got that bug for weeks and close/reopened editor dozens of times. :/
    You had the same problem occuring on the first trigger execution then working properly too?

    Posted in: Triggers
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    posted a message on $10,000 if you find how to fix that

    @happy04: Go I forgot to tell: I move the unit instantly to the same region as a "security", because I have the same bug without it (on the first place, the move action was not here).
    But with or without, not working.

    But even if it was that, that wouldn't explain why the unit is created on the opposite region ;)

    Posted in: Triggers
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    posted a message on $10,000 if you find how to fix that

    The trigger:
    http://img547.imageshack.us/img547/895/obliteratebug.jpg

    The bug:
    On the first trigger execution, the unit is always created on the OTHER region. I mean : If ObliterateZone == 1, it's created it TW_ZGreen (instead of ZRed) and if ==2, it's created on TW_ZRed (instead of ZGreen)
    But it ONLY happens on the first execution and works very well on next occurrences.

    I check 3 times the ObliterateZone :
    To display a message, to prevent which zone will be obliterated (Red or Green). Message is always good even on first execution.
    To create the invisible purifier in the correct zone. Unit is created on the wrong place during first trigger execution.
    To deal damage to all units in the correct zone (another trigger). Damage are dealt on the good zone, even during first execution.

    I tried to replace the 2 "if" by :
    "If ==1
    then TW_ZRed
    else TW_ZGreen"
    Don't work.

    "Switch depending on ObliterateZone
    if (1) then TW_ZRed
    if (2) then TW_ZGeen"
    Don't work.

    "If then else-if
    else-if == 1 then TW_ZRed
    else-if == 2 then TW_ZGreen"
    Don't work.

    ...

    If I display the current value of ObliterateZone before the unit spawning, the value is correct, but the unit is created on the wrong place. WTFFFFFFF.

    Posted in: Triggers
  • 0

    posted a message on Notice: "Map of the week" system

    And don't forget the splash screen "Play Bounty Hunters now!" each time someone comes on SC2mapster :p

    Posted in: Project Workplace
  • 0

    posted a message on Spectators, Watchers, how to deal with that?

    Heya,

    I've seen lot of maps having a team called "Watchers" and people in there gettin tagged with "Spectators".

    I tried to reproduce that on my map. It simply don't work. I have 6 teams, I want a 7th one as the spectators one.

    If I use "(none)" as race for the spectator player in player properties, nothing happens.
    If I define that player as "Watcher" in game variants, all teams are fucked up in Lobby and i've got 9 slots in the team 1, even if I place it in a sperate 7th team. No Watchers or Spectators yet.
    If I define that player as "Spectator" in game variants, nothing happen. The team is still "Team 7" and the tag is not here.

    No matter if I mix this 3 things, nothing happen.

    So how to make that "Watcher" team in addition to my 6-oneplayer-teams ?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Custom Tournament] Bounty Hunters - Sudden Death

    @Seditiar: Go Yes it is. =)

    Posted in: General Chat
  • 0

    posted a message on Notice: "Map of the week" system

    Of course I sign for this :p
    Maybe put this thread on homepage to make it popular and see if people are really interested?

    Posted in: Project Workplace
  • 0

    posted a message on [Custom Tournament] Bounty Hunters - Sudden Death

    http://img197.imageshack.us/img197/2201/bannerbhsd.jpg

    Tournament is now over, I hope all players had fun and enjoyed it.

    Rules and Brackets

    If you finish 1st in a match, you score 3 points.
    If you finish 2nd in a match, you score 2 points.
    If you finish 3rd in a match, you score 1 point.
    If you finish 4th, 5th or 6th in a match, you score 0 point.

    At the end of round 5, best players will make an additional final round.

    Rankings

    1. Rommsteinz (17 points)
    2. Seditiar (14 points)
    3. ikky (13 points)
    4. Wolrek (12 points)
    5. Inuira (10 points)
    6. TiakaniZ (8 points)
    7. Hadron (7 points)
    8. Latill & Trubadidudei (6 points ex-aequo)
    9. BuuGhost (5 points)
    10. Zumomaki (2 points)
    11. Eternal (0 points)

    Finale results

    1st. Rommsteinz
    2nd. Inuira, ikky, Wolrek (ex-aequo)
    3rd. Seditiar
    4th. TiakaniZ

    ROUND 1

    Match 1
    1 - ikky.962
    2 - Eternal.183
    3 - BuuGhost 316
    4 - srsRZRdlovan.670
    5 - TiakaniZ.107
    6 - Yrael.199

    Match 2
    7 - Seditiar.811
    8 - Trubadidudei.761
    9 - Meldterren.709
    10 - Theolin.774
    11 - derpistole.802
    12 - Zumomaki.306


    Match 3
    13 - Atlas.732
    14 - Inuira.545
    15 - Wolrek.517
    16 - Rommsteinz.987
    17 - Latill.270
    18 - Hadron.191

    ROUND 2

    Match 1
    1 - ikky.962
    2 - Eternal.183
    7 - Seditiar.811
    8 - Trubadidudei.761
    13 - Atlas.732
    14 - Inuira.545

    Match 2
    3 - BuuGhost 316
    4 - srsRZRdlovan.670
    9 - Meldterren.709
    10 - Theolin.774
    15 - Wolrek.517
    16 - Rommsteinz.987


    Match 3
    5 - TiakaniZ.107
    6 - Yrael.199
    11 - derpistole.802
    12 - Zumomaki.306
    17 - Latill.270
    18 - Hadron.191

    ROUND 3

    Match 1
    1 - ikky.962
    3 - BuuGhost 316
    6 - Yrael.199
    12 - Zumomaki.306
    15 - Wolrek.517
    18 - Hadron.191

    Match 2
    2 - Eternal.183
    4 - srsRZRdlovan.670
    7 - Seditiar.811
    11 - derpistole.802
    14 - Inuira.545
    17 - Latill.270


    Match 3
    5 - TiakaniZ.107
    8 - Trubadidudei.761
    9 - Meldterren.709
    10 - Theolin.774
    13 - Atlas.732
    16 - Rommsteinz.987

    ROUND 4

    Match 1
    1 - ikky.962
    5 - TiakaniZ.107
    7 - Seditiar.811
    11 - derpistole.802
    13 - Atlas.732
    17 - Latill.270

    Match 2
    2 - Eternal.183
    4 - srsRZRdlovan.670
    8 - Trubadidudei.761
    10 - Theolin.774
    14 - Inuira.545
    16 - Rommsteinz.987


    Match 3
    3 - BuuGhost 316
    6 - Yrael.199
    9 - Meldterren.709
    12 - Zumomaki.306
    15 - Wolrek.517
    18 - Hadron.191

    ROUND 5

    Match 1
    1 - ikky.962
    2 - Eternal.183
    3 - BuuGhost 316
    7 - Seditiar.811
    8 - Trubadidudei.761
    9 - Meldterren.709

    Match 2
    10 - Theolin.774
    11 - derpistole.802
    12 - Zumomaki.306
    13 - Atlas.732
    14 - Inuira.545
    15 - Wolrek.517


    Match 3
    4 - srsRZRdlovan.670
    5 - TiakaniZ.107
    6 - Yrael.199
    16 - Rommsteinz.987
    17 - Latill.270
    18 - Hadron.191

    Registered Players

    1 ikky.962
    2 Eternal.183
    3 BuuGhost 316
    4 srsRZRdlovan.670
    5 TiakaniZ.107
    6 Yrael.199
    7 Seditiar.811
    8 Trubadidudei.761
    9 Meldterren.709
    10 Theolin.774
    11 derpistole.802
    12 Zumomaki.306
    13 Atlas.732
    14 Inuira.545
    15 Wolrek.517
    16 Rommsteinz.987
    17 Latill.270
    18 Hadron.191

    Map overview:

    http://www.sc2mapster.com/maps/bounty-hunters/

    Entry:
    - Available on EU servers
    - Have to be online on Saturday, October the 16th at 2:00 PM London Time (so 3:00 PM Paris Time).

    Rules:
    - Mode: Sudden Death. Don't vote anything else.
    - Good manners required.
    - If one of players is not logged in time, he don't play the round.
    - If you finish first in a game, you score 3 points.
    - If you finish second in a game, you score 2 points.
    - If you finish third in a game, you score 1 point.
    - If you finish fourth, fifth or sixth in a game, you score 0 point.
    - After the last round, a final match will oppose best players.

    To register, post here using that template:
    - Player 1 name.Player 1 code (example: Tenshi.711)

    Posted in: General Chat
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