View Full Version : Map problem. Need SERIOUS help!
Comandan52
06-24-2007, 2:26 PM
I have this map: last stage of my campaign project.
I've begun to start Trigger insertion with VISTA before changing to xp.
the test with vista was that all the triggers act effectively one by one by "top to bottom" order. But a thing made me go into confusion.
I tried to rebuild triggers with the xp version, thinkinhg of an incompatibility bug, and the first try was a success(the first two trigger i had imput).
By building trigger by trigger i've finally made the ultimate test for the map, but here the bug came again!! What do i do?? Do someone knows anything about this? i can give the entire made map, just for a direct view of the problem. What about?
Protogod
06-24-2007, 3:07 PM
first of all - what exactly is this "zomg glitch!!!?!?!??!"
We cant help you unless you explain what it is you wanted, and what it is that didnt happen.
And yes, post the map.
TitanWing
06-25-2007, 1:50 AM
It's great that you have a bug.
It's great that you're asking for help.
It's great that you spoke English.
It's great that you used good grammar.
It's bad that there are thousands of bugs out there and we have no idea what your particular one is. Please give more info.
Comandan52
06-25-2007, 9:25 AM
What is this "Zomg glitch"??????????? Never told about that.
The bug is this strange FORCED trigger order from top page to the bottom, without following "scenario time" or "switch condition".
I have the italian version, so i can't type exactly what trigger do i have.
That's why i asked for passing the map.
P.S. Here's the map.
The "sospect" triggers are those with unit appearing and transport spawning.
Also the AI function "change computer player in passive rescue" is to look at.
Protogod
06-25-2007, 11:32 AM
Well if you cant explain it, it'll be hard to help. -_-.
quick fix would be to change the order of your triggers to the order you want.
Comandan52
06-25-2007, 2:27 PM
Well, first actions are:
Those(spawning) three transport have to get to their drop point WHILE the "civilian" speaks. Simply this ain't happens.
Besides, each dropship has to drop units simultaneously to all other two.
It's all setted up in the T. section but it ain't work!
They're all in "player 6" triggers table.
After transports begin to drop, the view has to zoom on the left side of the map where other 3 transports will do the same(move and drop orange units).
When last ones leave, a unit from each of the three orange groups will turn for a little while brown(player's color). At the same time, the Orange player("cpu" till that moment) is set to "passive rescue" so that orange-brown changed units can "rescue" units around them.
This is the 11th map of the campaign. All other 10 works CORRECTLY.
I've always had problem such as this one, but if triggers are typed wrong i could notice it and fix. But hey, this is out of real!
What do i do?
Comandan52
06-26-2007, 10:13 AM
Groan......FIXED!! Finally. Thanks everybody for the care.
TitanWing
06-26-2007, 10:27 PM
Uh...sure, anytime. :)
Protogod
06-26-2007, 11:12 PM
<- is confused
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