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Offline kharon  
#1 Posted : Wednesday, November 8, 2017 10:02:01 PM(UTC)
kharon
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I have this problem where scripts are causing double up actions

example,
a timer display with show the timer twice
if i call in a carpet bomb with a script it calls in 2
if i add money with player gets $$$ it gives the player double

i am not sure how to solve this if it can be solved

any help would be appreciated
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Offline Unknown Editor  
#2 Posted : Thursday, November 9, 2017 5:38:39 AM(UTC)
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Well , First thing First :

Please Export and Send your Scripts Here , so Somebody or even me can take a Look ...

Scripts are like Math and Require both Conditions and Actions .
Asking is Not a Problem , Problem is Not to Know Something .

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Offline SkyMix_RMT  
#3 Posted : Thursday, November 9, 2017 12:08:22 PM(UTC)
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This has happened to me in the past in skirmish maps when trying to give money to players, it would give the double of the value I set. Never knew what caused that so I'd appreciate if someone helped us.
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Offline kharon  
#4 Posted : Thursday, November 9, 2017 7:46:12 PM(UTC)
kharon
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Ok, Here is the link to my PlyrCivilian Scripts

http://blksqd.com/request.php?74

This is the Map.scr just in case you need it to test the timer counters

http://blksqd.com/request.php?75

I removed the money scripts that were giving me problems and replaced them with another a different way.

However if you look in the "Bombing Run" folder, pretty much all those scripts are causing double up actions. The timers are set very close together for testing purposes

If you need the complete map files let me know
Offline acidbrain  
#5 Posted : Thursday, November 9, 2017 8:10:18 PM(UTC)
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Had this problem too in the past with my Banking Mod, it occurred when i imported scripts into a map with the default skirmish scripts, that is all the info i've got because i didnt find a solution for it yet...

Cheers

Edited by user Thursday, November 9, 2017 9:43:47 PM(UTC)  | Reason: Secret

Panem et kirkinses
Offline i^love^mixery  
#6 Posted : Saturday, November 11, 2017 8:33:37 PM(UTC)
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Upload the entire map please.
Offline Unknown Editor  
#7 Posted : Sunday, November 12, 2017 11:30:35 AM(UTC)
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Yeah , Sorry ; It was more Complex than I thought ...
Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Offline kharon  
#8 Posted : Sunday, November 12, 2017 9:02:36 PM(UTC)
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Ok, Here is the link to the complete map as it stands now

http://blksqd.com/request.php?76
Offline Jundiyy  
#9 Posted : Monday, November 13, 2017 2:20:13 AM(UTC)
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As no one seems to know the answer yet (neither do I) - I also had this problem but it only happened in Shockwave - not every script but some would be doubled, especially if I had money coming from a loop (enabled script).
One of my mates who is a good scripter said it was something to do with putting the scripts into the civilian and neutral folders, I can't remember which way or what he exactly said so that could be something to help you out.
I usually put my scripts into the civilian folder, so my guess is to put into neutral.
Offline i^love^mixery  
#10 Posted : Monday, November 13, 2017 1:34:23 PM(UTC)
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The game thinks that there are 2 PlyrCivilian players in your map (teamPlyrCivilian and teamPlyr Civilian), thus executing all the Civ Scripts twice.

If you go ahead and remove all players in the players list and then check any unit in your map, you will see that there is still "Plyr Civilian" Player in the "Team:" dropdown list. This shouldn't be the case. Only "neutral" should remain there.

I am not sure how you managed to break your map like that. It very likely has something to do with importing the comp scripts.

It would be interesting if you could reproduce what is causing the secondary "Plyr Civilian" player in the dropdown list.

Your map is bricked. There is nothing you can do to remove that secondary Plyr Civilian through worldbuilder-internal functions.

Even if you remove all objects, all scripts, all teams, all players, "Plyr Civilian" will still be there. And if you re-add Skirmish Players and create a quick test script for Plyr Civilian, it will still be executed twice.

I also tried to fix your map by disabling map compression and using a HEX Editor, but changing, deleting or renaming Plyr Civilian will prevent your map from starting.

So.. long story short.. you can't fix it but now at least you know what is going on :)

Edited by user Monday, November 13, 2017 1:47:51 PM(UTC)  | Reason: Not specified

thanks 1 user thanked i^love^mixery for this useful post.
acidbrain on 5/24/2018(UTC)
Offline kharon  
#11 Posted : Monday, November 13, 2017 7:16:31 PM(UTC)
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That makes sense, i thought it was strange that there was teamplyrcivilian and teamplyr civilian. Would the scripts i have execute from the neutral folder if it is an issue with the civilian scripts?

i will attempt to recreate this problem in a fresh map and see if i can work out why it happened
Offline i^love^mixery  
#12 Posted : Monday, November 13, 2017 7:41:34 PM(UTC)
i^love^mixery
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I am not sure how limited you are with scripting if you stay in the "Neutral" folder. But yes, not putting scripts inside PlyrCivilian will fix your problem. If "Neutral" doesn't work you could also try that PlyrBoss Folder.

You might also be able to differ between the PlyrCivilian players with some sort of additional script condition. This would potentially prevent one of the Plyr players to execute scripts. Try transfering a unit to PlyrCivilian and then use a script like "Unit XYZ is owned by player PlyrCivilian".
Offline kharon  
#13 Posted : Monday, November 13, 2017 8:27:56 PM(UTC)
kharon
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I will try a few of the suggestions you have made.

I have found out the problem best i can with the doubling up of the teamplyrcivilian player

I have been using Advanced AI Mod, The improved by AEI Version found here and importing the scripts

http://www.moddb.com/mods/advan...ero-hour-improved-by-aei

I have tested it with versions 2.5 through 2.8 and this is causing the double up. I also tried it with the original version V0.98 found here on CNC Labs and this one does NOT cause the double up, so it has to be something that was done when it was modified, i am looking to try find earlier versions to find when the problem first occurred
Offline i^love^mixery  
#14 Posted : Wednesday, November 15, 2017 12:01:05 PM(UTC)
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Glad to be of service.
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