Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Diplomacy Triggers: Help Needed.
Diplomacy Triggers: Help Needed.
Nov 5 2007, 1:55 am
By: huxley  

Nov 5 2007, 1:55 am huxley Post #1



I'm trying to make a space-based diplomacy map with a format similar to one small square (with only enough room to fit a doodad) next to a larger square.

The smaller platform would have just enough room for a doodad to be placed, whereas the larger platform would be notably larger than the other and have room to build structures, units, etc.

The idea is that when a Player's units are the only units located on Platform B, an Engineering Bay of that Player's color will spawn above Platform A on top of the doodad (and when the timer resets to 2:00 will receive minerals for that "planet").

However, I also want the EB that spawns above Platform A to be destructible (e.g., 9000/9000 HP) so that if someone comes and destroys Player 1's EB above Platform A, one of two things will happen:

1. All of Player 1's units will die, structures will explode, and a EB of Player 2's color will appear above Platform A.
2. All of Player 1's units and structures will become Player 2's, and a EB of Player 2's color will appear above Platform A.

How do I do this?
Would this be overly complicated?

Any feedback would be great, thanks.



None.

Nov 5 2007, 3:42 am Falkoner Post #2



Please re-explain in a way that idiots like me can understand :P



None.

Nov 5 2007, 3:58 am huxley Post #3



Ok, a picture is worth a thousand words. Try this:

http://i22.tinypic.com/2ldygb9.jpg



None.

Nov 5 2007, 3:59 am who Post #4



he explained it pretty clearly
He has 2 platforms - one Platform A, which is small, and Platform B, which people will build units/buildings in.
If a player is the only one occupying a platform, then they'll get an EB in transit above Platform A (to mark that they occupy the area).
If the EB is killed, then all of the player previously occupying the area's units and buildings are given to the new owner, and that person gets another EB.

What would happen if one player occupied the entire space, but the other player still had an EB there? You didn't tell us what would happen in that situation.

It wouldn't be very complicated, just have locations around Platform A and B. Have triggers that detect if your player brings units to the location, but foes bring 0, etc.
If you can't make it, then I'll explain it to you.



None.

Nov 5 2007, 4:01 am huxley Post #5



One trigger all diplomacy maps have in common is the one that gives Player #(1-8) a set amount of minerals when they have a structure near a doodad on the map (which represent cities, capitals, territories, whatever).

I need a trigger to create a structure to float above a doodad when a Player's units are in a certain area, (only once). The small square is supposed to represent the planet (in a space diplomacy scenario) with the doodad, and the larger platform next to it is where the Player can build units, structures, etc.



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Nov 5 2007, 4:04 am who Post #6



Use the "create trigger with properties" trigger, and apply in transit (like for an EB to be floating).
Have the trigger only create the EB if his EB is not in the location, so it won't constantly remake it.



None.

Nov 5 2007, 4:09 am huxley Post #7



Someone09:

To answer your question, on Platform B (the larger of the two) let us assume Player 1 controls this "planet" (and so he has an EB in transit above Platform A) and Player 2 decides to drop on Player 1's Platform B. I would need to preserve a trigger in so that Player 2 would not spawn an EB if he dropped on Platform B, but also so that Player 1 would not lose his EB in transit above Platform A because technically Player 1 is not the only player with units on Platform B anymore.

So that could be tricky, I'm not sure.

Thanks for the tip to prevent the EB from being created constantly. I wanted to make the EB (or Barracks, Dropship, whatever) something that can not be moved but does belong to the player. It also needs to be destructible.

Maybe it will make things easier for everyone interested in offering suggestions if I spell out why I want to do this and why it makes sense to me. If the doodad on Platform A represents the planet, and someone sends a fleet to "bomb" the EB above Platform A, and destroys it, obviously the units/structures "on" the planet (Platform B) would be affected, (either destroyed or usurped, one of the two but not both, I simply haven't decided which would be easier to do),

I'm actually really surprised no one has ever thought of this before. It occurred to me that it could be a much better idea than the preset triggers in the Galactic Diplomacies a few friends of mine have been playing now.



None.

Nov 5 2007, 4:50 am who Post #8



Oh, but what if someone took over an enemy-occupied planet, then started bombing the EB/building after all his units were still on it? Would they die as well?
What do you need help with? Most of these triggers seem pretty self-explanatory.



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Nov 5 2007, 5:42 am huxley Post #9



If you'd like we can chat on @USEast about it, my userid is "huxley" (big surprise). If the enemy force dropped and destroyed all of the "home" Player's units it would automatically spawn an EB? I guess..

I have a couple other more acute problems though like if I can define areas attack ships can't go but transports can, etc.
So speaking about this in greater detail in-game would be good if you're able.



None.

Nov 5 2007, 6:21 am who Post #10



Sorry, I'm muted (can't whisper/join channels).
For what you said earlier, just put locations in the restricted areas, and have triggers to move the specific units to another location within the area they're supposed to be in.



None.

Nov 5 2007, 6:33 am huxley Post #11



Do you have AIM? You clearly know more about this subject than I do and I'd be happy to list you as a primary contributor. A friend of mine is trying to get dest in on it (:destroyer:) but until then I'm going to need all the help I can get -.-



None.

Nov 5 2007, 10:50 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

Quote from huxley
I'm trying to make a space-based diplomacy map with a format similar to one small square (with only enough room to fit a doodad) next to a larger square.

The smaller platform would have just enough room for a doodad to be placed, whereas the larger platform would be notably larger than the other and have room to build structures, units, etc.

The idea is that when a Player's units are the only units located on Platform B, an Engineering Bay of that Player's color will spawn above Platform A on top of the doodad (and when the timer resets to 2:00 will receive minerals for that "planet").

However, I also want the EB that spawns above Platform A to be destructible (e.g., 9000/9000 HP) so that if someone comes and destroys Player 1's EB above Platform A, one of two things will happen:

1. All of Player 1's units will die, structures will explode, and a EB of Player 2's color will appear above Platform A.
2. All of Player 1's units and structures will become Player 2's, and a EB of Player 2's color will appear above Platform A.

How do I do this?
Would this be overly complicated?

Any feedback would be great, thanks.
This is all just a question of conditions. They are all very easy, but there are a few things to consider. Here is a first shot though I may have overlooked a situation which would require another condition or whatever. In any case this is a solid basis on that you can make more advanced things (or fix slips of the pen).

First of all, the doodad doesn't make any difference at all. Its the location that matters.
Secondly, if I remember correctly then you can't create floating buildings above non-buildable terrain, so you need a cache for the EB. More about that later.

Have two locations covering the areas: 'base1 s'(mall) 'base1 l'(arge)
And 1 location 'cache' (make it larger if you get unplacable errors ingame) where you create the lifted EBs.

Creating an EB for a newly conquered planet:
Human players
Conditions:

Current player brings a least 1 [any unit] to 'base1 l'
Current player brings at most 0 EB to 'base1 s'
Foes brings at most 0 [any unit] to 'base1 l'
Actions:
Kill all EB of all players at 'base 1s'
Move all EB of neutral from 'base1 s' to 'cache'
Move 1 EB of player <see *3)> from 'cache' to 'base1 s'
Give 1 EB of player <see *3)> to Current player
preserve trigger

Giving all buildings to the attacker on EB kill:
Human players
Conditions:

Current player brings a least 1 [any unit] to 'base1 s'
Current player brings at most 0 EB to 'base1 s'
Foes brings at most 0 [any unit] to 'base1 s' . . . . . . . . . . . . . . . . *1)
Actions:
Give all buildings of all players at 'base1 l' to current player
Give all buildings of neutral players at 'base1 l' to current player . . . .*2)
preserve trigger

to *1) This means you cant lose your planet as long as you have a fleet in orbit, even when your EB is destroyed. You can add a few ideas here like make an extra trigger that kills all or a few of your buildings when you lose the EB.

to *2) This would cover the buildings from leavers also since all players doesn't include neutral. I was always annoyed by those neutral buildings when I was taking over planets of leavers.

EB Cache (Location 'cache' over buildable terrain):
Comp player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . *3)
Conditions:
Current player brings a most 5 EB to 'cache'
Actions:
Create 1 EB with properties lifted at 'cache'
preserve trigger

to *3) If you have no comp player create the EBs for 'player 1' and give them to neutal in the 2nd action.
In any case make sure that the move and give EB actions in the 1st trigger refer to the player that owns the EBs here (comp or neutral). Oh and before you ask: You can't create units for neutral.

If you have any questions or if you think I forgot sth. (very well possible, since I did all that just in my imagination) just tell me.

Post has been edited 1 time(s), last time on Nov 5 2007, 10:55 am by NudeRaider.




Nov 5 2007, 8:58 pm huxley Post #13



It looks pretty solid from what I can tell, I've been spending a lot of time on the terrain and also need to know if it's possible to stop ships from coming onto the larger platform with the exception of transports, to make it more realistic.

Looks like I may need to find some actual people to help out with the map at this rate, but it will be well worth it.
I even ran it by S4uce and a couple guys from [iNFi] and this could be the next big thing for Diplomacy if done right. Everyone I've told loves the idea.



None.

Nov 5 2007, 9:57 pm huxley Post #14



There's a lot of other stuff I'm trying to fit in there, but we'll see if I can find any resources regarding some of these features I'd like to see in the first version:

triggers;
"trade route" system, (set dropships to patrol
from planet1 doodad to planet2 doodad, givemin)

satellite doodad,
(access to comsat)

map features:
gas clouds (place science vessel near to gain
+x amt of mins per/sec),
also good for hiding in.

"warp speed," randomly* directs ships to
other parts of the galaxy.

prevent starfighters, interceptors and capital
ships from "landing" on planets,
(should only allow transports)

create enter/exit planet x script for players.



None.

Nov 5 2007, 10:07 pm who Post #15



C:
Player brings atleast 1 starfighter to Platform B
A:
Move all starfighter at Platform B to Reset (location outside of platform b)

copy that for all the units that are restricted. Add a preserve trigger if you don't already do that automatically.


For "warp speed", have something like a stargate that can only build scouts (free, fast build) called "Hyperspeed", in the area of the map w/ controls and such. Put a location around the stargates, and have triggers that move your units around (and remove the scout) when it is built. For randomizing, see one of the other topics in this forum, where it's explained.



None.

Nov 5 2007, 10:47 pm huxley Post #16



Thanks a lot. Any idea how I might go about building that "trade route" trigger?
I just got the terrain done, so it'll be fun to play with some of the effects in SCMDraft2 (like the Dark Swarm / Asteroid Fields, etc. )



None.

Nov 6 2007, 2:15 am who Post #17



Have locations for every spot the ship will travel through, and use the order trigger to move it to the next path once it reaches certain locations.



None.

Nov 6 2007, 7:35 am huxley Post #18



(X-Posted)

So I started tinkering in SCM Draft2, and figured out what I need to do regarding "no fly zones" for planets (except dropships, shuttles and/or overlords), but was wondering if there is an easier way to reduce the number of triggers I will need to preserve.

Otherwise, I will need to create 1 trigger per ship per location per side of the square.

If you need a visual to get a better understanding of what I'm trying to incorporate into this Space Diplomacy map, try this:

http://i23.tinypic.com/118d8g5.jpg



None.

Nov 6 2007, 1:30 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 huxley
There's a lot of other stuff I'm trying to fit in there, but we'll see if I can find any resources regarding some of these features I'd like to see in the first version:

satellite doodad,
(access to comsat)
What do you mean with that?


Quote from huxley
create enter/exit planet x script for players.
What should this script do? Making transports that enter the EB platform fly to the main platform (and vice-versa)?
This can be easily done by making a trigger that orders shuttles at the EB location to a location on the main planet.
Set a switch (do you know how to use them?) until it reaches the destination to preserve the move order. Use hypertriggers in this case.
But there a few things that make it a bit complicated, or simple if you use many locations (which never is a mappers goal...)

You will realize if you use 'base1 s' and 'base1 l' as locations the dropship would start patrolling between the locations.
Thus you will at least need a 2nd location on the main planet for shuttle's departure.
When reaching the EB platform you wont necessarily need 1 extra loc for every planet... but I'll tell you later... gtg, sry




Nov 6 2007, 2:06 pm who Post #20



You will probably have to crate one restricting trigger per ship, but this shouldn't be a problem if you're using text triggers.



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