ZoneControl Map
Oct 10 2007, 9:45 am
By: ION  

Oct 10 2007, 9:45 am ION Post #1



Confused on how to set this up.
After so many kills, you receive a Overlord.
Once you move Overlord into new zone, it creates a sunken colony and starts to spawn hydras.
But I have over 50 zones, how could I set this up for each player, using the least amount of triggers.
I have a location set for each zone, do I have to make a trig for each zone?

ty.

Post has been edited 1 time(s), last time on Oct 10 2007, 10:43 am by ION.



None.

Oct 10 2007, 12:12 pm NudeRaider Post #2

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

LOL edit: deleted




Oct 10 2007, 12:49 pm AntiSleep Post #3



Build the sunk in a buffer, and have it constantly try to move the sunken to the overlord(have a location track overlord), have all terrain on map except the slots for buildings unbuildable terrain.

the players have to aim well, but this is the fewest possible of triggers required.

the correct way is to use a trigger duplicator to detect an ovie for current player at each of the zone locations, and use that location to place the sunk, would requre 1 trigger per zone



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Oct 10 2007, 12:59 pm in_a_biskit Post #4



I would recommend looking at the triggers in an existing zone control map too, they are actually quite easy to understand, and the design isn't too messy. Basically, if you have 50 locations, you're looking at 50 triggers for making sunkens - which actually isn't that bad if you set your mind to it.

For creating a hydra at each sunken, you can again have 50 easy triggers; or you could set up a smart count-off system to make a location cycle over all the sunkens. Neither one is bad, so go whichever way appeals to you.



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Oct 10 2007, 1:01 pm ION Post #5



?! Hmm sounds a bit hard for me.
What's a buffer.
What's an Ovie?
Also having a location track an Overlord?
Does the terrain itself have to be un-buildable terrain or can I make it un-buildable?

EDIT:
I also tried naming a bunch of Locations to 1 name.
But only builds the sunken colony on the 1st location I named 1st...



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Oct 10 2007, 2:00 pm Joshgt2 Post #6



I don't think naming locations the same thing is going to work, but your whole Overlord location track thingy is making me wonder... Do you plan on having 1 Overlord be track or multiple ones at the same time? Having one is easy, but having to track multiple ones may become a challenge. For tracking one, here is what you should have:
Trigger
Players

  • Player 1
  • Conditions

  • Player 1 commands at least 1 overlord
  • Actions

  • center location 'overlord' on overlord owned by player 1
  • Preserve trigger




  • None.

    Oct 10 2007, 2:18 pm NudeRaider Post #7

    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

    Buffer is no 'real' buffer. Thats just a location/place where no1 has vision to.
    Ovie = Overlord

    Here's what I had in mind, but needed time to think it through/was distracted:
    Place 50+ Observers for P12 - 1 at the middle of each zone. Then center a location on the ovie ;).
    And create the sunken as soon as P12 brings exactly 1 obs to loc and all forces exactly 0 units.
    EDIT:
    even easier when you replace red part with
    all players brings exactly 2 [units] to loc
    2 units: overlord and obs, but not sunken (thats why not [men])

    Post has been edited 1 time(s), last time on Oct 10 2007, 2:43 pm by NudeRaider.




    Oct 10 2007, 2:33 pm ION Post #8



    EDIT:

    I can take a Neutral Computer Player, and use him to create the Observers.
    Place Observers in each zone.
    Then after so many kills, I spawn an Overlord.
    Then move Overlord to zone, where my Observers are.
    Then spawn Sunken when Ovie is at zone, correct?

    EDIT:
    I don't understand the Observers, I have map revealer for everyone.
    What's the point in having an observer at each zone, if I also have a location already in place?

    EDIT: I should post the map...

    Post has been edited 6 time(s), last time on Oct 10 2007, 2:59 pm by ION.



    None.

    Oct 10 2007, 3:02 pm NudeRaider Post #9

    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

    Did you see i edited my above post?

    Quote from ION
    Hmm still a bit confused. Let me see.
    I'm only using 4 players, so I could use player 5 as a computer player?
    Then make observers at each zone, under P5.
    Your saying since there is already an observer at each zone, once the Overlord gets there, the sunken is created, right?
    Correct. Dont forget to ALWAYS center the location on ovie for current player and especially to move the location away if he doesnt control an overlord, or check in the condition of the sunken place trigger if he brings at least 1 ovi to anywhere.

    Oh and my suggestion is take neutral player for the obs. No1 has vision to him by default, he will never move away his obs. It's just the safest and easiest way.

    Quote from ION
    Also when I'm creating my triggers, do I have to set them up for each player, or current player.
    [...]
    I tried this with current player and it didn't give me the minerals?
    Make the trigger owned by P1-4, replace all other P1 with current player and it should work. If not, there's a mistake at some other place. But the trigger as standalone would be correct.
    Atm I can't think of a reason why it shouldn't work with current. Do the other actions (e.g. display) work properly?

    Quote from ION
    If I do set up the trig your talking about would I have to do each for each player or current player?

    Thanks for all the help you guys!
    Again you can use current player.
    But note, that trigger order matters then. That means, FIRST center the location for current player, THEN check if to place a sunken. The next player (if 2 owning an ovie) will then again center the loc on HIS ovie and check right after. If you use waits, trigger order can become compromised. But in my experience 2 triggers directly one ofter another for the same player are executed in the right order if not containing waits themselves.




    Oct 10 2007, 3:06 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

    Quote from ION
    EDIT:
    I don't understand the Observers, I have map revealer for everyone.
    What's the point in having an observer at each zone, if I also have a location already in place?

    EDIT: I should post the map...
    The obs are not to give vision. They should be invisible for everyone.
    Its only a tool to check where the overlord is. You could as well check all 50+ locations but you asked for a way with few triggers.




    Oct 10 2007, 3:11 pm NudeRaider Post #11

    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 ION
    What's the point in having an observer at each zone, if I also have a location already in place?
    Hm, I guess then you could remove the 50+ locations.

    But with your question an idea how to improve my method just came to me:
    In the sunken-create-trigger just before creating the sunken center the ovi location on the observer and create it there. Then the sunken will always be perfectly centered.




    Oct 10 2007, 3:16 pm ION Post #12



    Ok I kinda understand what your getting at, but confused still on how to setup the triggers.

    Should I put this all under 1 trigger?
    I did:

    CurrentPlayer
    Conditions: Always
    Actions: Don't see centerlocation?



    None.

    Oct 10 2007, 3:20 pm NudeRaider Post #13

    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 ION
    Does the terrain itself have to be un-buildable terrain or can I make it un-buildable?
    You can't edit the terrain properties.
    Make the whole map with unbuildable terrain and tiles of a buildable terrain in the center of each zone.

    But anyways, I think my method would be more convenient for the players.




    Oct 10 2007, 3:27 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 ION
    Ok I kinda understand what your getting at, but confused still on how to setup the triggers.

    Should I put this all under 1 trigger?
    I did:

    CurrentPlayer
    Conditions: Always
    Actions: Don't see centerlocation?
    1 trigger to center the loc, another to place the sunk. But keep my addition in mind to center the loc over the obs before creation the sunk.

    Center loc is again referring to the effect, not to the actual name of the action. 'Move Location' is what you need to find.
    It looks like this then: Center Location labeled 'destination' on 'unit' owned by 'player' at 'location'
    destination: ovie loc
    unit: Zerg Overlord (or custom name)
    player: current player
    location: anywhere
    The above is about the trigger that centeres on ovi

    To center on obs use this:
    Center Location labeled 'ovie loc' on 'Protoss Observer' owned by 'Neutral' at 'ovie loc'




    Oct 10 2007, 3:41 pm ION Post #15



    This is what I have.

    Trigger("Player 1"){
    Conditions:
    Score("Player 1", Kills, At least, 35000);

    Actions:
    Preserve Trigger();
    Set Score("Player 1", Subtract, 35000, Kills);
    Create Unit("Player 1", "Zerg Overlord", 1, "*RED ZONE SPAWNER");
    }

    //-----------------------------------------------------------------//

    Trigger("Player 1"){
    Conditions:
    Always();

    Actions:
    Move Location("Player 1", "Zerg Overlord", "Anywhere", "*RED ZONE SPAWNER");
    }

    //-----------------------------------------------------------------//

    Trigger("Player 1"){
    Conditions:
    Always();

    Actions:
    Move Location("Neutral players", "Protoss Observer", "*RED ZONE SPAWNER", "*RED ZONE SPAWNER");
    }

    //-----------------------------------------------------------------//

    red zone spawner is where I spawn the overlord

    EDIT: I should preserve trig 2?

    Post has been edited 1 time(s), last time on Oct 10 2007, 3:48 pm by ION.



    None.

    Oct 10 2007, 3:55 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

    Quote from ION
    This is what I have.
    [...]

    red zone spawner is where I spawn the overlord

    EDIT: I should preserve trig 2?
    Omg... did you understand what you have to do?
    Ill post a testmap where you can see how to set it up in principle
    give me a sec...

    Sure, all of these triggers need a preseve, or they would fire once, and never again.

    Btw, you need the zone locations to check where to spawn the units. You COULD use a similar trick as with the ovi placement, but this would be quite complicated. I recommend to keep the zone locations.

    Attachments:
    test2.scx
    Hits: 1 Size: 52.28kb

    Post has been edited 1 time(s), last time on Oct 10 2007, 4:15 pm by NudeRaider.




    Oct 10 2007, 4:00 pm ION Post #17



    Wow I was way off eh? Yikes sry mate!
    EDIT:
    Well it worked somewhat but I never got an Ovie and the sunken just appeared in the middle of map?

    Post has been edited 1 time(s), last time on Oct 10 2007, 4:07 pm by ION.



    None.

    Oct 10 2007, 4:30 pm ION Post #18



    So I do need a building for the neutral unit?
    I can't make a trig that tells units to be created automatically where I have a sunken,
    that's what your saying I have to manually tell it I have a sunken there and to produce units.
    I can do this,

    Trigger("Player 1"){
    Conditions:
    Always();

    Actions:
    Preserve Trigger();
    Create Unit("Player 1", "Zerg Hydralisk", 1, "-RED START");
    Wait(500);
    }

    //-----------------------------------------------------------------//

    EDIT:

    Wow mate, smart thinking I still don't understand how you came up with that, but thanks I've learned something.

    BTW, what kind of maps do you make, looks like your hardcore at this.

    Post has been edited 2 time(s), last time on Oct 10 2007, 4:41 pm by ION.



    None.

    Oct 10 2007, 4:44 pm NudeRaider Post #19

    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 ION
    So I do need a building for the neutral unit?
    What neutral unit?


    Quote from ION
    I can't make a trig that tells units to be created automatically where I have a sunken,
    that's what your saying I have to manually tell it I have a sunken there and to produce units.
    I can do this,
    [...]
    I know that you can't do this. I told you its very difficult.

    You need 50+ triggers all like this:
    P1-4
    Conditions:

    Current player brings at least 1 sunken to Zone 1
    Actions:
    Create 1 Hydralisk for current player
    preserve

    P1-4
    Conditions:

    Current player brings at least 1 sunken to Zone 2
    Actions:
    Create 1 Hydralisk for current player
    preserve

    .... until Zone 50+

    And dont use waits...




    Oct 10 2007, 4:47 pm ION Post #20



    Sry I meant the Command Center, do I need something like that, or just the location?
    Hmm, I've tried spawning units before, without waits, won't they produce like crazy?

    BTW thanks for your time!



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