Recently I discovered an amazing trigger called auto-reveal, which would reveal/unreveal a region based on whether or not the specified player had a unit inside of it. I was happy, because I had written my own script to do this in the past, and this new solution was much more elegant.
Fast forward a day, and suddenly on both of my PCs, both in my maps as well as in Blizzard maps that use the trigger I'm seeing (Unknown Function).
What's going on? I've tried rebooting, reloading the map, loading it on another pc etc. I can't get the trigger to show up anymore. SC2 hasn't updated at all since then, so I'm at a bit of a loss. Thanks so much for any help!
As far as I know, this is case of some error that caused it to save improperly. I would be interested in seeing it thought, if its all cases of a function then I'm confused.
I had this issue several times now, on different maps - sometimes on one map while not on another one.
I can't tell you how to fix it, but there is another function called "Reveal Area" - It is basically the same as Autoreveal except you put in a number for how long you want that region to be revealed.
Use 0 for infinite reveal and you have the same function.
Thanks, I'm aware of this function, but it accomplishes something entirely different. Auto Reveal will reveal and unreveal a region based on whether or not a unit is inside of the region. You could accomplish the same thing using the reveal area trigger but with a lot more work. Auto reveal is far more elegant, I already wrote custom action definitions for this in the past, but as I mentioned in the OP it really bogs the game down, at least in editor testing.
I'm really just concerned at why this is happening in general, I don't like not understanding why something is happening, more importantly, I like even less having no way to fix the issue. I would prefer not having to keep using custom action definitions, because the solution is inelegant, and slow. I guess no one has ever solved the mystery of the unknown function then?
As I mentioned in that post, as well as in the OP, using a custom action definition and checking for whether a player is entering and leaving a region, creating and destroying a revealer based on that information, tends to bog down the game. It's not noticeable when the map is run directly, but when previewed through the editor, it can cause so much slowdown it nearly makes the game unplayable when a large number of units are moving in and out of these regions regularly.
On the other hand, the auto reveal function didn't seem to cause any sort of slowdown whatsoever.
Recently I discovered an amazing trigger called auto-reveal, which would reveal/unreveal a region based on whether or not the specified player had a unit inside of it. I was happy, because I had written my own script to do this in the past, and this new solution was much more elegant.
Fast forward a day, and suddenly on both of my PCs, both in my maps as well as in Blizzard maps that use the trigger I'm seeing (Unknown Function).
What's going on? I've tried rebooting, reloading the map, loading it on another pc etc. I can't get the trigger to show up anymore. SC2 hasn't updated at all since then, so I'm at a bit of a loss. Thanks so much for any help!
Post Map?
As far as I know, this is case of some error that caused it to save improperly. I would be interested in seeing it thought, if its all cases of a function then I'm confused.
EDIT: http://www.sc2mapster.com/forums/development/triggers/13487-auto-reveal-function-dissapearing-liberty/
@grenegg: Go
http://www.sc2mapster.com/maps/aof/files/9-ashes-of-freedom-m2-v1-1b/
It's Backwater Station in the .zip file, the trigger in question is under...
You can see the (Unknown Function)s under the comment: Create Auto Revealers
Saving improperly doesn't seem to be the case, just because I can't view it in any map, even ones that I've never saved (I.E. Blizzard maps.)
Bump. Just curious if this has happened to anyone on any type of action definition, and if so were you able to resolved it, and how?
One last bump. Seems I always have questions that can't be answered, but hopeful.
Hey.
I had this issue several times now, on different maps - sometimes on one map while not on another one.
I can't tell you how to fix it, but there is another function called "Reveal Area" - It is basically the same as Autoreveal except you put in a number for how long you want that region to be revealed.
Use 0 for infinite reveal and you have the same function.
Hope that helps.
i would type it in custom script so it doesn't go away whatever happens
@PatchOne: Go
Thanks, I'm aware of this function, but it accomplishes something entirely different. Auto Reveal will reveal and unreveal a region based on whether or not a unit is inside of the region. You could accomplish the same thing using the reveal area trigger but with a lot more work. Auto reveal is far more elegant, I already wrote custom action definitions for this in the past, but as I mentioned in the OP it really bogs the game down, at least in editor testing.
I'm really just concerned at why this is happening in general, I don't like not understanding why something is happening, more importantly, I like even less having no way to fix the issue. I would prefer not having to keep using custom action definitions, because the solution is inelegant, and slow. I guess no one has ever solved the mystery of the unknown function then?
Slow?
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
As I mentioned in that post, as well as in the OP, using a custom action definition and checking for whether a player is entering and leaving a region, creating and destroying a revealer based on that information, tends to bog down the game. It's not noticeable when the map is run directly, but when previewed through the editor, it can cause so much slowdown it nearly makes the game unplayable when a large number of units are moving in and out of these regions regularly.
On the other hand, the auto reveal function didn't seem to cause any sort of slowdown whatsoever.
My mistake, I understood custom action definitions as custom code (ie, Galaxy). I will get to check if there is a native whatsoever.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!