View Full Version : Need help with fixing some bugs in this map.
Ok, first of all, no I did not make this map. I found it on battle.net today (I was able to open it in SCMdraft) It's a very good map, but there's some serious bugs in it that I want fixed, but the map is far beyond my skill as a map maker.
Oh and I also want the original maker of the map to get most of the credit, he probably didn't mean to leave it unprotected =/.
10327
Hope the upload works =/.
Anyways the things I want fixed that I don't know how to fix myself are...
1.) If Dracula accidently gets too close to the beacon area in his mutalisk for, he gets killed. I would rather it just move him back. (I couldn't find the trigger for this)
2.) One of the human heroes gets an invulnerability spell, which allows him to walk right into a base and kill vital structures before he can be touched (I haven't seen this but people playing have mentioned it). Shouldn't happen =/.
3.) Since overlords are invulnerable at night and science vessels at day, it's pretty easy to either transport troops right in the middle of the enemy base or aim the ion cannon at vital structures which shouldn't be killed easily.
4.) For some reason, the upgrade structures belonging to the purple player (belamort I think) aren't invulnerable even though they have invulnerability checked.
I think that's about it. I would also like massing buttons and a limit on the amount of upgrades you can get, but I can probably figure that out myself.
Thanks. Hope the guy who made this doesn't mind, I just want to fix a few bugs in this map and he just happened to leave it unprotected =/.:D
Durandal
05-17-2008, 8:29 PM
I could probably fix these since they do seem unfair, but first off you should just contact the original mapmaker yourself.
A limit on upgrades is silly for that kind of map, so I wouldn't do that for you.
Ok thanks, I also noticed a more serious bug: If you put the units in a transport at day, and unload them near your base, you get a bunch of clones of that unit (humans can't do it since they don't change at night).
How do I contact the guy though?
SilverCrusader
05-17-2008, 9:07 PM
Oh it isn't that bad. Whats bad is people taking full credit. A simple "Modified by <insert name>" would do nicely.
I used to do this type of stuff before I had the skill to actually make a map. It really helps develop your skill.
I've modified countless maps, but I never actually gave myself credit.
Oh ok thanks, but I haven't the slightest clue what the problem could be for some of them and I still have no idea how the switches work.
KillerKow
05-18-2008, 8:38 AM
You know, if you posted the map it'd be a lot easier for us to tell you what the problems are :P
You know, if you posted the map it'd be a lot easier for us to tell you what the problems are :P
Um... I seriously hope that was sarcasm... I did upload the map and post it...
And I do know what the problems are, I'm asking how to fix them.
KillerKow
05-18-2008, 8:59 AM
Ah. It's that damn link colour, I didn't notice it :P
SilverCrusader
05-18-2008, 9:10 AM
Oh ok thanks, but I haven't the slightest clue what the problem could be for some of them and I still have no idea how the switches work.
Switches are like light switches (hence switch hehe). They have an on and off position. Only StarEdit refers to these positions as set or cleared.
They are just conditions that allow you to switch back and forth.
There is hardly any practical use from them outside of web triggering and randomization. Most mappers use Death Counters instead nowadays anyway.
Loser
05-18-2008, 11:34 AM
Switches are like light switches (hence switch hehe). They have an on and off position. Only StarEdit refers to these positions as set or cleared.
They are just conditions that allow you to switch back and forth.
There is hardly any practical use from them outside of web triggering and randomization. Most mappers use Counters instead nowadays anyway.
Yeah but I don't know how to set them or determine what they effect.
I think the switches are for the night/day mechanism or something like that.
atrocity3010
05-18-2008, 12:24 PM
You set them with the action "Set Switch" in a trigger.
Switches only effect what you want them to. Say you want to know when a certain event has happened:
Condition:
Event has happened (maybe you want to know when player 1 has killed a certain number of units)
Action:
Set "Event" (you can rename switches)
Then you can have another trigger that checks if the switch was set.
Condition:
"Event" was set
Action:
Give player 1 a civilian or something.
That way, when player 1 kills X number of units, he gets a civilian. Of course, switches are kind of pointless in that scenario, but if you're using death counters to count time, switches are golden.
Edit: There also comes a time where you use so many death counters that you don't remember what they all do. While you could open up Notepad and write the functions of them all down, sometimes switches are just more convenient and make things easier for you.
Durandal
05-18-2008, 1:44 PM
Switches tend to be confusing, I never really understood them for about an entire year. If you mess around with them though, and understand them, then they just become a reflex.
That is, until you get into death counters.
SilverCrusader
05-19-2008, 3:34 PM
That is, until you get into death counters.
Awwz, they're not that hard.
Let me dig up a good explanation I had of switches here.
They [switches] are much like a light switch (hence "switch"). There are two settings, set or clear. This is the equivalent
to on or off. The off is the same as clear, and the on is the same as set. In this
tutorial, I will refer to them as set or clear.
Switches always start on clear, never for get this.
There is a condition that allows things to happen if it is clear, or set. This can be
easily tested using StarEdit. There is also an action that allows you to make a
switch set or clear and two others. The two others are toggle and randomize.
If you toggle a switch it goes to the opposite 'position', if it is clear it will become
set and if it is set it will become clear. The randomize makes the switch go to
a completely random 'position', no matter what state the switch is it, it will
either remain in that state or change.
Durandal
05-19-2008, 3:49 PM
I wasn't suggesting that death counters were hard, I was implying that death counters tend to over-ride your switch usage.
SilverCrusader
05-19-2008, 4:00 PM
I wasn't suggesting that death counters were hard, I was implying that death counters tend to over-ride your switch usage.
Ahh, that they do. And wait times.
Confusing. Sigh, I really am a loser... I was trying to learn C++ a few days ago and I find that I'm not even good enough to make complex starcraft maps =(.
Dem0nS1ayer
05-19-2008, 5:33 PM
It comes with practice; don't worry. ;)
Wtf's C++?
SilverCrusader
05-19-2008, 6:27 PM
C++ is a programming language.
And yes, it comes with practice.
Durandal
05-21-2008, 12:14 AM
C++ is incredibly difficult for me. I guess my mind just isn't built for coding.
But triggers are really simple. They're all just systems of cause and effect; you just need some common sense and free time.
atrocity3010
05-21-2008, 12:47 AM
Although they aren't very difficult to understand, I found that after I had gotten some programming experience, switches and death counters were like second nature to me. Switches are just like booleans in programming languages, and using death counters is like using a for loop.
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