Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help with combo spells
Help with combo spells
Jan 24 2009, 3:57 am
By: Unsaid  

Jan 24 2009, 3:57 am Unsaid Post #1



Well, I'm pretty good with making spells for arena maps and such, but theres one thing I need to know and thats how to make combo spells like for example, lets say you build A scout and a corsair at a stargate and that does a certain spell, but the scout and corsair each have different spells. Like a combo. Can anyone help me out with this?



None.

Jan 24 2009, 4:08 am poison_us Post #2

Back* from the grave

I'm not really understanding you..do you mean that if you build a scout it does one spell, if you build a corsair it does another, and if you build both it does a completely different one?




Jan 24 2009, 4:12 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Unsaid
Well, I'm pretty good with making spells for arena maps and such, but theres one thing I need to know and thats how to make combo spells like for example, lets say you build A scout and a corsair at a stargate and that does a certain spell, but the scout and corsair each have different spells. Like a combo. Can anyone help me out with this?
bring 0 scout
bring 1 corsair

bring 1 corsair
bring 0 scout

bring 1 corsair
bring 1 scout



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 24 2009, 4:32 am Unsaid Post #4



Quote from name:
I'm not really understanding you..do you mean that if you build a scout it does one spell, if you build a corsair it does another, and if you build both it does a completely different one?
Yeah thats it
Quote from name:
Quote from Unsaid
Well, I'm pretty good with making spells for arena maps and such, but theres one thing I need to know and thats how to make combo spells like for example, lets say you build A scout and a corsair at a stargate and that does a certain spell, but the scout and corsair each have different spells. Like a combo. Can anyone help me out with this?
bring 0 scout
bring 1 corsair

bring 1 corsair
bring 0 scout

bring 1 corsair
bring 1 scout
Thanks, I'll try that out



None.

Jan 24 2009, 5:03 am Pyro682 Post #5



You may find troubles, depending on whether or not you have hyper triggers and also depending on the build time of the scout + corsair

If you Do, I suggest having a wait command for like 20 miliseconds or so, and then having a switch to Re-check the conditions for the combo. If these conditions arent met, then just Continue on with the non-combo spell



None.

Jan 24 2009, 12:08 pm NudeRaider Post #6

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Pyro682
You may find troubles, depending on whether or not you have hyper triggers and also depending on the build time of the scout + corsair

If you Do, I suggest having a wait command for like 20 miliseconds or so, and then having a switch to Re-check the conditions for the combo. If these conditions arent met, then just Continue on with the non-combo spell
This.

Just that 20ms is by far not enough. The player needs time to build them both. I recommend something between 200ms - 500ms wait, depending on the players. 500ms for the average Bnet noob 200ms for pros.

Your other choice would be something like a switch. E.g. Build carrier to activate combo mode, which disables both single sair and single scout until you build a carrier again which disables the sair-scout combo.
The switch could also be a seperate civ in a location that you move or whatever you like.




Jan 24 2009, 1:13 pm Echo Post #7



Quote from rockz
Quote from Unsaid
Well, I'm pretty good with making spells for arena maps and such, but theres one thing I need to know and thats how to make combo spells like for example, lets say you build A scout and a corsair at a stargate and that does a certain spell, but the scout and corsair each have different spells. Like a combo. Can anyone help me out with this?
bring 0 scout
bring 1 corsair

bring 1 corsair
bring 0 scout

bring 1 corsair
bring 1 scout
That might seem simple, but it would take someone with extreme macro skills to create it from 2 different buildings. Your best option is to have a combo on or a combo off option.



None.

Jan 24 2009, 5:38 pm poison_us Post #8

Back* from the grave

But yeah, the switch on/off is the best choice, but you would have to calibrate the wait for the average idiot.

Post has been edited 1 time(s), last time on Jan 24 2009, 6:48 pm by NudeRaider. Reason: removed confusing discussion




Jan 24 2009, 6:08 pm Unsaid Post #9



Quote from NudeRaider
Quote from Pyro682
You may find troubles, depending on whether or not you have hyper triggers and also depending on the build time of the scout corsair

If you Do, I suggest having a wait command for like 20 miliseconds or so, and then having a switch to Re-check the conditions for the combo. If these conditions arent met, then just Continue on with the non-combo spell
This.

Just that 20ms is by far not enough. The player needs time to build them both. I recommend something between 200ms - 500ms wait, depending on the players. 500ms for the average Bnet noob 200ms for pros.

Your other choice would be something like a switch. E.g. Build carrier to activate combo mode, which disables both single sair and single scout until you build a carrier again which disables the sair-scout combo.
The switch could also be a seperate civ in a location that you move or whatever you like.
Okay well what I've done is something like this.
Conditions:
Bring 1 Carrier to spells
Commands exactly 1 hero name
Actions:
Set switch 100
Wait for 500 milliseconds
And then the spell
Kill 1 carrier for current player at spells
Clear Switch 100

And for the other spell (Carrier Carrier)
Conditions:
Switch 100 is set
Commands exactly 1 Hero name
Brings 2 carriers to spells
Actions:
Spell here
Kill 2 Carrier for current player at spells
Clear switch 100

Not sure if this is what you mean but I'm gonna test this and see if it works.

EDIT:
Okay well I tried that but I changed the second spell to this:
Conditions:
Switch 100 is set
Commands exactly 1 Hero name
Brings 2 carriers to spells
Actions:
Kill 2 Carrier for current player at spells
Spell here
Clear switch 100

I moved the kill trigger for the carriers up for the top and it works decently. The only problem with it is it does the Carrier Carrier spell, and then it does the Carrier spell after carrier carrier. I'm not sure why.

Post has been edited 1 time(s), last time on Jan 24 2009, 6:41 pm by NudeRaider. Reason: merged posts



None.

Jan 24 2009, 6:45 pm NudeRaider Post #10

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I don't understand what you're doing there.

What I meant was this:
C: Current Player brings at least 1 Carrier to Anywhere
A: Toggle Switch 100

C: Current Player brings at least 1 Corsair to Anywhere
C: Switch 100 is set
A: <do sair SINGLE spell>

C: Current Player brings at least 1 Scout to Anywhere
C: Switch 100 is set
A: <do scout SINGLE spell>

C: Current Player brings exactly 1 Corsair to Anywhere
C: Current Player bings exactly 1 Scout to Anywhere
C: Switch 100 is cleared
A: <do sair-scout COMBO spell>

(of course add actions to remove the units)

Post has been edited 1 time(s), last time on Jan 24 2009, 6:50 pm by NudeRaider. Reason: fixed typos




Jan 24 2009, 11:04 pm Polkaman Post #11



This is what you do, though one unit is going to be removed, for example the corsair.

Current player bring exactly 1 Scout to location
Current player brings exactly 1 men to location

(Action)


Same for carrier.


Then, for the combo,

Current player brings exactly 1 corsair to location
Current player brings exactly 1 scout to location
Current player brings exactly 1 carrier to location

(action)


If you do it this way, the corsair has to be free, and for the combo to work you must make them build the corsair first, then scout and carrier

Get it? If not i can explain more.



None.

Jan 25 2009, 2:26 am NudeRaider Post #12

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

With your method you would always have to build the carrier (or is the switch unit sair with you? Doesn't matter) when you want a combo. Assuming combos are more powerful those will be used more often, I'd say a mode switch is more convenient.
If the non-combo spells are used more often then your system would be more effective.




Jan 25 2009, 10:10 am r00k Post #13



You can just do the not combo spells a combo of 2 times the same unit was what i thought of :-)
bring 2 corsair --> spell 1
bring 2 scout --> spell 2
bring 2 carrier --> spell 3
bring 1 corsair and 1 scout --> spell 4
cause from what i know wait always sucks. And with 0 build time you should be able to build 2 units pretty fast.



None.

Jan 25 2009, 2:45 pm NudeRaider Post #14

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from r00k
You can just do the not combo spells a combo of 2 times the same unit was what i thought of :-)
bring 2 corsair --> spell 1
bring 2 scout --> spell 2
bring 2 carrier --> spell 3
bring 1 corsair and 1 scout --> spell 4
cause from what i know wait always sucks. And with 0 build time you should be able to build 2 units pretty fast.
That's also possible. Problem with it is you always have to build 2 or more units, even for non-combos, which is counter intuitive.

Also waits don't suck if you know how to use them. And if you don't then just replace the wait with a death counter.




Jan 25 2009, 3:10 pm Lt.Church Post #15



you could always used a death count for an unkillable unit and add 1 for scout and 2 for corsair, remove it when the spell is done; if it ever hits 3, do that spell and remove 3 =/



None.

Jan 25 2009, 3:27 pm NudeRaider Post #16

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

and how do you do single spells then?




Jan 25 2009, 3:30 pm xYoshix Post #17



Maybe you can do this:

Trigger 1 (dc):
C: Player 1 brings at least 1 men to 'location'
A: Add 1 deaths of 'DC' for player 1.

This DC is used for time for making the units.


Now on to the spells:

Trigger 2 (Scout) :
C: Player 1 has at least 30 deaths of 'DC'
C: Player 1 brings exactly 1 scout to 'location'
A: Set death to 0 for 'DC' for player 1.
A: Kill 1 Scout for Player 1 at 'location'
A: Spell effect.

Trigger 3 (Scout and Corsair) :
C: Player 1 has at least 30 deaths of 'DC'
C: Player 1 brings exactly 1 scout to 'location'
C: Player 1 brings exactly 1 corsair to 'location'
A: Set death to 0 for 'DC' for player 1.
A: Kill 1 Scout for Player 1 at 'location'
A: Kill 1 Corsair for Player 1 at 'location'
A: Spell effect.

Trigger 4 (Corsair) :
C: Player 1 has at least 30 deaths of 'DC'
C: Player 1 brings exactly 1 corsair to 'location'
A: Set death to 0 for 'DC' for player 1.
A: Kill 1 Corsair for Player 1 at 'location'
A: Spell effect.

So...Does this work? :unsure:



None.

Jan 25 2009, 4:30 pm NudeRaider Post #18

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Sure it works.
That is the elaboration of what Pyro said. But your waits are far too long.
With hypertriggers 1 death count is 84ms. So it should be at most 6 trigger loops delay, not 30 like you suggested.




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