Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Your opinion on my kill trigger.
Your opinion on my kill trigger.
Aug 18 2009, 11:08 am
By: Chicago-Ted  

Aug 18 2009, 11:08 am Chicago-Ted Post #1



So, in my game I asked for help with yesterday, I fixed alot of errors, and made a few sweet triggers, and work arounds.

I was having problems with lag issues because players would lose, and their enemies would still spawn.

Right now, I'm running this trigger, which is working smoothly, but I want YOUR opinion on if it's the best way or not. (I was thinking of "remove unit" to reduce lag)

Conditions:
Current Player commands exactly 0 [Men]

Actions:
Kill all [any unit] for Player 8 at "Location"
Preserve Trigger

Your thoughts? Opinions? Comments?



None.

Aug 18 2009, 11:12 am JaFF Post #2



Most people consider Kill and Remove to be equally laggy. Kaias claims that his test show that Kill is a bit less laggy, but no test map was provided. http://www.staredit.net/170466/

Other than that, I have no more comments... there isn't much to comment on anyway.

Post has been edited 1 time(s), last time on Aug 18 2009, 6:34 pm by Kaias. Reason: link to correction



None.

Aug 18 2009, 11:13 am poison_us Post #3

Back* from the grave

You could just have the trigger spawning the enemies owned by the player, so that when they lose/leave, it won't spawn any more at all.




Aug 18 2009, 11:13 am Chicago-Ted Post #4



Quote from JaFF
Most people consider Kill and Remove to be equally laggy. Kaias claims that his test show that Kill is a bit less laggy, but no test map was provided.

Other than that, I have no more comments... there isn't much to comment on anyway.

Well, it's just a simple, what do you prefer, or if you think there's better ways of doing it, is all.

Quote from poison_us
You could just have the trigger spawning the enemies owned by the player, so that when they lose/leave, it won't spawn any more at all.

It's already like that, they still spawn if the person loses, it's just that I don't want people to be forced to leave by the "Defeat" screen, some people are flexible and like to watch games go down.



None.

Aug 18 2009, 11:18 am Metalkon Post #5



Quote
It's already like that, they still spawn if the person loses, it's just that I don't want people to be forced to leave by the "Defeat" screen, some people are flexible and like to watch games go down.
Is the create trigger owned by a different player? Something like player 8(comp) creating units for player 6(player)?

If so, the create trigger should be owned by that player since it will be disabled when they leave or never take part in the game.



None.

Aug 18 2009, 11:24 am Neki Post #6



If you really wanna do something like that, just avoid using the defeat trigger and do what poison or metalkon are suggesting. they can still watch and they won't leave the game if they don't want to. just use a victory trigger.
Edit: As long as the kill triggers aren't killing things every second, it shouldn't affect the map with lag too much.



None.

Aug 18 2009, 1:10 pm Chicago-Ted Post #7



Quote from Metalkon
Quote
It's already like that, they still spawn if the person loses, it's just that I don't want people to be forced to leave by the "Defeat" screen, some people are flexible and like to watch games go down.
Is the create trigger owned by a different player? Something like player 8(comp) creating units for player 6(player)?

If so, the create trigger should be owned by that player since it will be disabled when they leave or never take part in the game.

No, no. It stops spawning once they leave, or if they aren't there when the game started, but when they lose, it doesn't stop spawning, and I don't want to force them to have to leave by having the Defeat screen pop up.



None.

Aug 18 2009, 6:31 pm Kaias Post #8



Quote from JaFF
Most people consider Kill and Remove to be equally laggy. Kaias claims that his test show that Kill is a bit less laggy, but no test map was provided.
Noooo. Kaias does not claim that. A long time ago Tuxedo-Templar made a lag test map that seemed to conclude that Kill was a less laggy action despite what seems intuitive. Lethal Illusion and I found that the map didn't have a true comparison between the two actions, which is the reason for this.

Remove is less lag inducing than Kill.



None.

Aug 18 2009, 6:41 pm Chicago-Ted Post #9



Quote from Kaias
Quote from JaFF
Most people consider Kill and Remove to be equally laggy. Kaias claims that his test show that Kill is a bit less laggy, but no test map was provided.
Noooo. Kaias does not claim that. A long time ago Tuxedo-Templar made a lag test map that seemed to conclude that Kill was a less laggy action despite what seems intuitive. Lethal Illusion and I found that the map didn't have a true comparison between the two actions, which is the reason for this.

Remove is less lag inducing than Kill.

Well, how much lag are we talking about here?

A noticeable amount, or not even slightly noticeable, and can it build up over time?



None.

Aug 18 2009, 6:43 pm poison_us Post #10

Back* from the grave

Ah, I see what I missed before:

Quote from Chicago-Ted
but when they lose, it doesn't stop spawning,
What Metalkon and I are suggesting means that if the player is not there initially, leaves, or gets the Defeat action, no enemies will spawn for that player if the trigger is owned by the player.

What you want is for the losing player to be able to stay and watch, no? If so, you need to do what we suggested, and include your kill/remove when the player loses. For your spawn trigger have a condition including "command". The unit signified in the "command" should be something the players can't kill off, and would be retarded to do so anyways.

As an added bonus, and to hopefully prevent someone from glitching the game, if the player commands 0 of that unit, kill off his buildings and men ^^

Using the above method, you won't have to worry about kill/remove lagging the game, save yourself some headaches, have no spawn for playerless or losing-player areas, and still have the losers able to watch.




Aug 18 2009, 6:47 pm Kaias Post #11



Constant actions like killing, removing, creating or having to check for offsets only really matter when you've got a lot of them going at the same time. The actual difference between remove and kill is rather minuscule.

The primary culprits of lag are high amounts of units moving around with orders or ai scripts, particularly if they have a lot of pathfinding to do.



None.

Aug 18 2009, 6:49 pm poison_us Post #12

Back* from the grave

Meaning that one or two kill/removes [as in my example :P ], even at the same time, won't lag the game. However, if you are constantly killing the spawn, that lags...so much that I don't even have a comparison.




Aug 18 2009, 7:00 pm Chicago-Ted Post #13



Quote from poison_us
Ah, I see what I missed before:

Quote from Chicago-Ted
but when they lose, it doesn't stop spawning,
What Metalkon and I are suggesting means that if the player is not there initially, leaves, or gets the Defeat action, no enemies will spawn for that player if the trigger is owned by the player.

What you want is for the losing player to be able to stay and watch, no? If so, you need to do what we suggested, and include your kill/remove when the player loses. For your spawn trigger have a condition including "command". The unit signified in the "command" should be something the players can't kill off, and would be retarded to do so anyways.

As an added bonus, and to hopefully prevent someone from glitching the game, if the player commands 0 of that unit, kill off his buildings and men ^^

Using the above method, you won't have to worry about kill/remove lagging the game, save yourself some headaches, have no spawn for playerless or losing-player areas, and still have the losers able to watch.

I have it set like this, Player 1 owns the trigger to spawn Player 8 (Computers) units at his base, I also have it so that you have to have at least 1 man alive to continue playing, as soon as your last marine, scv, ghost, whatever dies.. all your buildings and everything dies and that's it, you're done.

From them on, the trigger is set into action because the player who lost now commands 0 men, and therefore the spawn is killed off.

Is that what you meant?



None.

Aug 18 2009, 7:19 pm poison_us Post #14

Back* from the grave

Quote from Chicago-Ted
From them on, the trigger is set into action because the player who lost now commands 0 men, and therefore the spawn is killed off.

No matter how it's achieved, it is much simpler to not spawn something than spawn and remove it. It sounds to me like you're making a separate action to kill off the spawn, instead of just not spawning. You should have a trigger like these, if you're doing what Metalkon and I suggest:
Spawn Trigger


This means that units will spawn for p1 if p1 has men, and is active in the game.

Game Over


This will kill off all buildings for p1, remove the p8 spawn at p1's area, and give a message stating he loses.

EDIT: put in any other conditions or actions as you need to, but in the second trigger, you will not need a preserve, which will be annoying because it will spam the lose message. When p1 loses, his buildings and his enemy at his base die as well, and no more units come from p1's enemy spawn.

Post has been edited 1 time(s), last time on Aug 18 2009, 7:25 pm by poison_us.




Aug 18 2009, 7:24 pm Chicago-Ted Post #15



Quote from poison_us
Quote from Chicago-Ted
From them on, the trigger is set into action because the player who lost now commands 0 men, and therefore the spawn is killed off.

No matter how it's achieved, it is much simpler to not spawn something than spawn and remove it. It sounds like you're making a separate action to kill off the spawn, instead of just not spawning. You should have a trigger like
Spawn Trigger


This means that units will spawn for p1 if p1 has men.

Game Over


This will kill off all buildings for p1, remove the p8 spawn at p1's area, and give a message stating he loses.

EDIT: put in any other conditions or actions as you need to, but in the second trigger, you will not need a preserve, which will be annoying because it will spam the lose message. When p1 loses, his buildings and his enemy at his base die as well, and no more units come from p1's enemy spawn.

Thanks, btw, I'm using SCM Draft 2, is there a quick way I could copy a condition and paste it fast on all the triggers for spawns I have?

Kind of gets annoying to do like 20 levels of spawns for 6 players.



None.

Aug 18 2009, 7:26 pm poison_us Post #16

Back* from the grave

You can copy and paste what I put in into the trigger editor [not classic trigedit]. Then, you could just copy and paste it however many times you need, and make a few changes.

Oh, and don't forget to hit the "compile triggers" button.




Aug 18 2009, 7:47 pm Chicago-Ted Post #17



Quote from poison_us
You can copy and paste what I put in into the trigger editor [not classic trigedit]. Then, you could just copy and paste it however many times you need, and make a few changes.

Oh, and don't forget to hit the "compile triggers" button.

Where would this be located?

Also, any suggestions on a good system for keeping people out of space (Locations)

I'm just thinking of making a trigger that simply pushes you back into your zone if you lift your buildings and try to venture into space.



None.

Aug 18 2009, 8:10 pm darksnow Post #18



just have a location over the building, uncheck all the ground, so it only detects air.
then you have a trigger which will check to see if a building is in that location, if it is, remove the building and create a new building.



None.

Aug 18 2009, 8:10 pm poison_us Post #19

Back* from the grave

Quote from Chicago-Ted
Where would this be located?


On the 2nd row, farthest to the right.

Quote from Chicago-Ted
Also, any suggestions on a good system for keeping people out of space (Locations)

I'm just thinking of making a trigger that simply pushes you back into your zone if you lift your buildings and try to venture into space.

http://www.staredit.net/170043/
You made this topic, so please use the advice found in it. If you want to have the buildings respawn on space, that is impossible, use a platform or something similar.
EDIT: You might need to have a set of triggers detecting what is lifted, if you want to replace, not just kill and create a new one. Appropriate location sizes will help prevent sploiters, as well.

Post has been edited 1 time(s), last time on Aug 18 2009, 8:19 pm by poison_us.




Aug 18 2009, 8:13 pm Chicago-Ted Post #20



Quote from darksnow
just have a location over the building, uncheck all the ground, so it only detects air.
then you have a trigger which will check to see if a building is in that location, if it is, remove the building and create a new building.

Yeah, but remember this is for user-built structures, not pre-set ones.



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