Thanks. I just tried playing around with some action definitions, but I didn't foresee it stalling the trigger until the actions were complete. Is there any way to continue a trigger without waiting until action definition finishes?
So I'm not very savvy with programming technique. I've always just structured my triggers with a layman's logic, probably ignorant of several programming faux pas i was committing. I've recently begun running into odd behavior on one of my maps, however, so I think I need to get a little more up to speed.
One thing I can remember causing problems in my sc1 days was multiple triggers running multiple waits, which apparently conflicted with each other. Is that still an issue? And is replacing those waits with timers more sound programming? Instead of say, wait 200 seconds, run trigger 2 (which has no events or conditions), set a 200 sec timer and have the timer expired as a trigger 2 event?
Another thing I noticed in Blizzard maps mainly is they didn't use "run trigger" too often, but rather "add trigger to trigger queue." I take it this too is less sloppy in its execution, and has been replaced by action queues in sc2?
I am sorry to intrude without having anything to show.
Chewable Prozac,
may I ask you how did you achieve this feeling of mists in the areas where the ground is lower?
sorry for the late response, but i made that fog via triggers, in the environment category. I believe you could also accomplish it by making the map's base height fairly low when creating it, but that wouldn't work for my purposes because the water level would be higher than I wanted.
Hi, I have a scenario map which has worked fine for myself and others, but some people report the computer player not attacking. I'm not great with triggers so I was hoping someone would know what the problem was. But the basic trigger layout is something like:
Set target for Player 2 attack waves to PlayerGroup1
Add x/x/x/x unit to attack wave
Send attack wave from Player 2 in 300 seconds and wait
Run "Wave 2," check conditions (there aren't any), don't wait until it finishes.
I have separate triggers to take care of the computer's money and all. The people who report the issue say they don't even get hit once though, whereas it works fine for most. The full map should be linked to my name (it's the only one atm) if anyone would be willing to check it out further.
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Thanks. I just tried playing around with some action definitions, but I didn't foresee it stalling the trigger until the actions were complete. Is there any way to continue a trigger without waiting until action definition finishes?
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bumping, sorry
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So I'm not very savvy with programming technique. I've always just structured my triggers with a layman's logic, probably ignorant of several programming faux pas i was committing. I've recently begun running into odd behavior on one of my maps, however, so I think I need to get a little more up to speed.
One thing I can remember causing problems in my sc1 days was multiple triggers running multiple waits, which apparently conflicted with each other. Is that still an issue? And is replacing those waits with timers more sound programming? Instead of say, wait 200 seconds, run trigger 2 (which has no events or conditions), set a 200 sec timer and have the timer expired as a trigger 2 event?
Another thing I noticed in Blizzard maps mainly is they didn't use "run trigger" too often, but rather "add trigger to trigger queue." I take it this too is less sloppy in its execution, and has been replaced by action queues in sc2?
Thanks for any help.
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sorry for the late response, but i made that fog via triggers, in the environment category. I believe you could also accomplish it by making the map's base height fairly low when creating it, but that wouldn't work for my purposes because the water level would be higher than I wanted.
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@ Saltygrapes, amazing stuff dude. the amount of control you exert in fine-tuning those mountains must be excruciating.
my own stuff is a lot more conventional and blizzard-style, but this thread is definitely making me think in new ways. some examples:
http://static.sc2mapster.com/content/images/21/312/SC2_2010-05-25_22-29-23-71.jpg
http://static.sc2mapster.com/content/images/21/305/SC2_2010-05-25_22-06-21-40.jpg
http://static.sc2mapster.com/content/images/21/315/SC2Editor_2010-05-26_10-15-56-88.jpg
http://static.sc2mapster.com/content/images/21/314/SC2Editor_2010-05-26_10-15-28-17.jpg
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Hi, I have a scenario map which has worked fine for myself and others, but some people report the computer player not attacking. I'm not great with triggers so I was hoping someone would know what the problem was. But the basic trigger layout is something like:
Set target for Player 2 attack waves to PlayerGroup1
Add x/x/x/x unit to attack wave
Send attack wave from Player 2 in 300 seconds and wait
Run "Wave 2," check conditions (there aren't any), don't wait until it finishes.
I have separate triggers to take care of the computer's money and all. The people who report the issue say they don't even get hit once though, whereas it works fine for most. The full map should be linked to my name (it's the only one atm) if anyone would be willing to check it out further.
Thank you