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Dem0nS1ayer
05-19-2008, 4:34 PM
I'm making a 4-player ums, and after a couple of seconds players 1-4 are supposed to get some units and buildings from p7. I usually test the map by myself, so there's nobody for players 2-4, but they still get units! Why does that happen?

ForTheSwarm
05-19-2008, 4:41 PM
The trigger still works even if the players are not there.

Dem0nS1ayer
05-19-2008, 4:58 PM
What, "Give Units to Player," or all of the triggers because I know that most of the other ones (if not all) don't have this problem...

ForTheSwarm
05-19-2008, 5:07 PM
Give Units and Create Units both do.

Dem0nS1ayer
05-19-2008, 5:32 PM
Well thats gay.

Anyone know of a method that I can use that tells the game whether or not the player is there, and if the player's not there to destroy the buildings he/she's supposed to get?

some_person
05-19-2008, 7:09 PM
You could have a pre-placed unit, like a flag, for example. Then make all the triggers that spawn the units require the flag to be in the map.
That way, if a player isn't in the map, then the flag wont be placed for that players, and units won't spawn for them.

Dem0nS1ayer
05-21-2008, 4:12 PM
All right. I got that problem solved, but now I have a new one! GAHH! When I test the map by myself, all the levels work perfectly. But when I have a full house (4-players), the first couple levels all spawn at the same time and it sucks! :mad: I don't know why that happens! You can look at the triggers; it's under p8.

Durandal
05-21-2008, 4:43 PM
That usually happens when you apply a trigger to an entire force, then in the actions create the units for each individual player. It will continue to create units for the players that left, as specified in the trigger.

The easier way around this is to simply create a different trigger for each player that spawns units, or instead of applying it to a specific force, just checkmark each player that utilizes the trigger.

Or at least, that was my problem a couple of times.

That applies to here too, conveniently enough.

Your spawn triggers also depends on how many players it's currently running for. If there's a seperate trigger for each player (or possibly one on the entire force) then that may be your problem.

Dem0nS1ayer
05-21-2008, 4:44 PM
But I didn't apply it to a force... I put the triggers under player 8...

Durandal
05-21-2008, 4:51 PM
It's sort of the same concept, you applied the create unit triggers to a player that wasn't the player having units created. If you made a trigger for player 8, like say, this;


Actions:
Switch 1 is 'set'

Conditions:
Create 'marine' for player 1 at 'location'
Create 'marine' for player 2 at 'location'
Create 'marine' for player 3 at 'location'

Then chances are that the units will be created for their regardless of them being there. I'll have to test this out later.

Dem0nS1ayer
05-21-2008, 5:09 PM
Wait, what are you talking about...?

My triggers were like this:

Countdown timer is at most 0 seconds
Player 8 commands exactly 0 Dark Templar

Create 10 lvl1 for player 8 at location
Create 10 lvl1 for player 8 at location
Create 10 lvl1 for player 8 at location
Create 10 lvl1 for player 8 at location
Set countdown timer to 90 seconds
Create 1 dark templar at 'location'

and i kept doing triggers like that... I have no clue what you're talking about...

Durandal
05-21-2008, 5:12 PM
Just forget it.