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Creating units help
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Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sun Jul 04, 2004 4:14 pm  Post subject: Creating units help

My unit groups are not being created... at all! It's very weird. There are 4 sets of unit groups.

2 are created every 120 seconds.

the other 2 are created every 180 seconds.

but they arent working! can you all please help me? the source is at http://members.aol.com/verdagon/ld.ld
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Wed Jul 07, 2004 4:39 pm  

This one is a classic for troubleshooting practice.

First, a few non-bug-related suggestions: When you defog the "s" areas, you duplicated s1. A thought I had here that might be cool is to add a wait of 1 second between each defog to let the player see them kinda appear slowly, instead of all at once. You might also center the starting view on the dominion....

OK, the trigger that causes the problem is:

CONDITIONS:
-Side1 has AtLeast 100 Credits
-Switch 'MoneyDrain' is ON
-Every 1 seconds
ACTIONS:
-Side1's Credits: Subtract 100
-Preserve Trigger

Try this:
CONDITIONS:
-Side1 has AtLeast 100 Credits
-Switch 'MoneyDrain' is ON
ACTIONS:
-Wait 1 Seconds
-Side1's Credits: Subtract 100
-Preserve Trigger

Also, switch out the Side4 Triggers for the Unit Groups to something like this:

CONDITIONS:
-Elapsed mission time is AtLeast 350 seconds
ACTIONS:
-Wait 120 seconds
-Create Unit Group "Attack"
-Preserve Trigger

The key here is to Avoid the use of Every XX seconds to create loops; use the Wait instead.

While I had my suspicions, this bug was found simply by starting at top and deleting one trigger at a time (after saving a copy of the original, of course), then compiling and downloading each time. Time consuming? You bet, but it works. (I also shortened the time for the Unit Groups to spawn to 10 seconds to make it go faster).
dws90
Very Active User


Joined: 03 Mar 2004
Posts: 118
 Post Posted: Wed Jul 07, 2004 6:51 pm  

Avoid the use of Every XX seconds to create loops; use the Wait instead.

Aww, but wait requires more work...
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Wed Jul 07, 2004 9:28 pm  

....actually, it takes the same amount of time...

Thanks for the help, crakz! Something I don't understand is why you had the wait 1 second on the first trigger...
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Thu Jul 08, 2004 10:21 pm  

Do you mean this one?

CONDITIONS:
-Side1 has AtLeast 100 Credits
-Switch 'MoneyDrain' is ON
ACTIONS:
-Wait 1 Seconds
-Side1's Credits: Subtract 100
-Preserve Trigger

If so, what happens is this: once you turn MoneyDrain ON, and assuming credits are still above 100, then both conditions are met, and the actions occur. Actions are sequential within a trigger. If the wait 1 wasn't there, then the sub 100 would happen every cycle, or twice a second, which is twice as fast as you wanted (If that speed is OK, then leave it out, sure).

The point is that the Wait action causes the game to wait for XX seconds before proceeding the next action in the trigger. Another bonus about wait, is that it isn't limited to 99 seconds, like "Every NN Seconds" is (which was related to your other spawn problem).

(I have crakz????)
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Fri Jul 09, 2004 11:28 am  

Okay I get it. Thank you muchly for your help!

(Crakz is short for crakerz)