YOU'RE RIGHT!!! I looked under actor models and there it is! CHANGELING DISGUISE!!! THANK YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!!!!!!
I just did a debugging test. It seems that WHOEVER the LAST attacking player is, that my ships 'allies' itself with them WITHOUT a trigger doing anything ONLY upon building a tank... WTF! .... I don't understand...
but I'm 99% sure that it is NOT a trigger problem after recent bug testing but in fact a data one, because I went though every single step of every single trigger and there is no reference to anything like this. It ONLY occurs (that myself and others have noticed) during or after (90% during) a siege tank has been created. The SECOND that unit (or the later activating unit) comes out for that player their carrier turns the same color as the aliens and they do not attack it. I'm pretty sure it would have to be a data error since it's linked to a specific unit and NOT anywhere in my triggers.
It seems to be directly related to when a siege tank is created, Ive done a lot of watching on it. Anyone know what I should look for? I don't have any triggers set for tanks specifically?
Edit: first tank doesn't always do it, but from what I've seen the 2nd will it's like a 90% occurrence that the first tank coming out will do it, whether it's the first unit they've created or the 10th.
Ok so in my map (you may have played it it's called Special Ops Desert Defense if so you've prolly seen this bug) I have a circled in area with bunkers and what not. In the center area each player has a 'carrier' that builds their units. for some reason randomly the carrier will change to the same color as the attacking aliens (the player does NOT lose control of it and no other players can control it that SAME player still has control over it). I generally notice it happens after they build a siege tank, but it doesn't always happen and I don't think that's what triggers it. The aliens will then continue to IGNORE the carrier and circle the base killing everything else. It doesn't give the carrier away to anyone it just seems to set that ONE unit as allied with the aliens... Anyone know what might be causing this? I've been digging through all my triggers and I can't find anything that would do this, at no point did I ever setup a "give units to new player" trigger...
The body of the loading screen gets erased. Gone, blank. It's not in the editor or anything it's just gone, and no I'm not doing it by selecting all and deleting it or anything. It doesn't hide it or anything it just erases it.
every now and then the 'body' section of my loading screen decides it doesn't need to exist anymore, It's happened 3-4 times now and it takes it out on ALL the auto backups and the backup I make myself, it generally seems to get nuked after a publish. I try to save my map into a seperate file before I publish but sometimes I forget. Is there a reason this is happening?
yeah that doesn't work either. I ONLY want the 'in base' one to fire the moment the carrier is destroyed then stop. I want the other one to be continuous.
Player Dies/Leaves
Events
Player - Player Any Player leaves the game with Any
Unit - Any Unit dies
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 5, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player (Triggering player)) != Playing
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Triggering unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) == Special Ops Carrier [63.23, 52.03]
Then
Unit Group - Pick each unit in (Any units in Base Kill 1 owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
are you sure this does what I want? What I'm after say Player 2's carrier dies, I want to Kill all of player 6's units in the kill zone, and do a single kill of all of player 6s units in the base area, I don't want to kill all units anywhere because then the computer can't continue attacking the other 4 players...
0
@Garrash:
YOU'RE RIGHT!!! I looked under actor models and there it is! CHANGELING DISGUISE!!! THANK YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!!!!!!
0
@DeotaAndOrainAtKhazModan:
I just did a debugging test. It seems that WHOEVER the LAST attacking player is, that my ships 'allies' itself with them WITHOUT a trigger doing anything ONLY upon building a tank... WTF! .... I don't understand...
0
I have this posted in the triggers section
http://forums.sc2mapster.com/development/triggers/13257-weird-problem-with-unit-not-player-switching-sides/#p2
but I'm 99% sure that it is NOT a trigger problem after recent bug testing but in fact a data one, because I went though every single step of every single trigger and there is no reference to anything like this. It ONLY occurs (that myself and others have noticed) during or after (90% during) a siege tank has been created. The SECOND that unit (or the later activating unit) comes out for that player their carrier turns the same color as the aliens and they do not attack it. I'm pretty sure it would have to be a data error since it's linked to a specific unit and NOT anywhere in my triggers.
Thanks in advance!
0
@GriffithS55:
replace that unit with another unit that has the exact same everything BUT said upgrade. (IE copy that unit then give it shells)
0
@Garrash:
It seems to be directly related to when a siege tank is created, Ive done a lot of watching on it. Anyone know what I should look for? I don't have any triggers set for tanks specifically?
Edit: first tank doesn't always do it, but from what I've seen the 2nd will it's like a 90% occurrence that the first tank coming out will do it, whether it's the first unit they've created or the 10th.
0
@Infinity2:
download/play the map "harvest earth a new hope" or something like that, they use different areas really well in that map
0
Ok so in my map (you may have played it it's called Special Ops Desert Defense if so you've prolly seen this bug) I have a circled in area with bunkers and what not. In the center area each player has a 'carrier' that builds their units. for some reason randomly the carrier will change to the same color as the attacking aliens (the player does NOT lose control of it and no other players can control it that SAME player still has control over it). I generally notice it happens after they build a siege tank, but it doesn't always happen and I don't think that's what triggers it. The aliens will then continue to IGNORE the carrier and circle the base killing everything else. It doesn't give the carrier away to anyone it just seems to set that ONE unit as allied with the aliens... Anyone know what might be causing this? I've been digging through all my triggers and I can't find anything that would do this, at no point did I ever setup a "give units to new player" trigger...
Thanks in advance!
0
@Kueken531:
I notice mine generally after I do a publish if I forget to open my orig document and make changes to my publish doc
0
@EternalWraith
yup, no errors or anything. I guess I'll just keep a text doc backup of it so I can just copy and past it in... sigh
0
@EternalWraith:
The body of the loading screen gets erased. Gone, blank. It's not in the editor or anything it's just gone, and no I'm not doing it by selecting all and deleting it or anything. It doesn't hide it or anything it just erases it.
0
every now and then the 'body' section of my loading screen decides it doesn't need to exist anymore, It's happened 3-4 times now and it takes it out on ALL the auto backups and the backup I make myself, it generally seems to get nuked after a publish. I try to save my map into a seperate file before I publish but sometimes I forget. Is there a reason this is happening?
0
@Garrash:
yeah that doesn't work either. I ONLY want the 'in base' one to fire the moment the carrier is destroyed then stop. I want the other one to be continuous.
0
So this will do BOTH things? Correct?
Player Dies/Leaves
Events
Player - Player Any Player leaves the game with Any
Unit - Any Unit dies
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 5, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player (Triggering player)) != Playing
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Triggering unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) == Special Ops Carrier [63.23, 52.03]
Then
Unit Group - Pick each unit in (Any units in Base Kill 1 owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
0
@XratedSippycup:
isn't that what I did in my initial trigger?
0
@DarkFireDragoon:
are you sure this does what I want? What I'm after say Player 2's carrier dies, I want to Kill all of player 6's units in the kill zone, and do a single kill of all of player 6s units in the base area, I don't want to kill all units anywhere because then the computer can't continue attacking the other 4 players...