Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Armour mechanic + Transmission Question
Armour mechanic + Transmission Question
Feb 2 2010, 3:04 pm
By: Pinky  

Feb 2 2010, 3:04 pm Pinky Post #1



Hey two separate questions guys:

How does armour work in SC? Does it apply the X armour to each individual HP of the unit, or does it subtract itself from received damage, or is it just an extra +HP to your base HP? Or is it something else entirely? I'm just going through the balancing stages of my map and I realised I'm not too sure how armour works, I looked around the wiki and google couldn't find much help.

The other question, is I use a lot of Transmissions in my game, they all use the Set to 0 millisecond command. Would these totaling up, be able to create wait blocks? Because I heard somewhere in SC 0 milliseconds isn't actually 0 its like 84 or something (and that's why Hyper Triggers work or something). If so, could I use the Subtract 0 instead? Would that remove wait blocks?

Thanks in advance.
Pinky.



None.

Feb 2 2010, 3:51 pm samsizzle Post #2



So for armor go here: http://www.staredit.net/wiki/Damage_Order_of_Operations

And i think wait(0) is just waiting one trigger loop, I've used it plenty of times and it hasn't caused wait blocks. Also 0 - 84 milliseconds is all the same and i don't think they start causing wait blocks up until 85. But don't quote me on it.



None.

Feb 2 2010, 3:56 pm Pinky Post #3



Ah ok thanks.

Can anyone else confirm what samsizzle said re: waitblocks?



None.

Feb 2 2010, 4:11 pm NudeRaider Post #4

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

Actually 0-104ms are all the same since sc rounds to the nearest frame (42ms) and can't go lower than 84ms.

And if you have ever looked at hyper triggers instead of copying them from a map you'd know that they are nothing but just a bunch of wait(0)s so adding another wait(0) in another trigger won't change anything.




Feb 2 2010, 4:27 pm Pinky Post #5



Huh I never copied them from a map I made them myself using the wiki.

TY.



None.

Feb 3 2010, 1:48 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

While I don't know the details on non hyper trigger waits, I do know that wait 43 hyper triggers run every 3rd frame, and every multiple of 42 after that increases the frame delay by 1.

I would presume a wait wait 104 would cause a wait block, but I have yet to get a trigger to run delayed 1 frame (thus allowing actions to occur on any frame).

Also, A transmission is just a Display portrait, wait, play wav, display text, map ping all rolled into one. You can split up the transmission and not use the wait.

Post has been edited 2 time(s), last time on Feb 3 2010, 2:15 am by rockz.



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

Feb 3 2010, 2:32 am Pinky Post #7



Yeah but you can't get a separate trigger for the flashing circle around the unit talking... I think. I've never seen it on the trigger list.

And I think the Display Potrait trigger still needs u to input X amount of milliseconds.



None.

Feb 3 2010, 2:50 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

I don't think the display portrait works like a wait. I could be wrong.



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

Feb 3 2010, 5:07 am Vrael Post #9



Quote from Pinky
Yeah but you can't get a separate trigger for the flashing circle around the unit talking... I think. I've never seen it on the trigger list.
Not only that, but "display text" doesn't allow you to control the amount of time the text stays on-screen.

Post has been edited 1 time(s), last time on Feb 3 2010, 5:38 am by rockz. Reason: quote



None.

Feb 3 2010, 4:26 pm Pinky Post #10



Quote from name:Heather Graham
Quote from Pinky
Yeah but you can't get a separate trigger for the flashing circle around the unit talking... I think. I've never seen it on the trigger list.
Not only that, but "display text" doesn't allow you to control the amount of time the text stays on-screen.

You would never want to use transmission to control amount of time the text stays on-screen, coz that would create wait blocks!



None.

Feb 3 2010, 4:31 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

Wrong. You have to follow a few rules and you can use waits and hypers without wait blocks.
The easiest way is to use a computer player who owns the hypers.




Feb 3 2010, 11:19 pm Pinky Post #12



Wait a second wait a second, so as long as one player (lets say P8) has the hyper triggers and uses NO other waits, then all the other players (1-7) CAN use as many waits as they like???



None.

Feb 3 2010, 11:22 pm samsizzle Post #13



no they cant use as many waits as they want. If you use two waits for the same player at the same time it'll cause a wait block.



None.

Feb 4 2010, 12:09 am Pinky Post #14



I used to use many many transmissions, spread across 3 players, I never noticed any symptoms of wait blocks, would anyone have any idea why?



None.

Feb 4 2010, 4:57 pm NudeRaider Post #15

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

Because they didn't run the same time?
Or you didn't notice since your transmissions were probably not preserved.
A wait block doesn't stop other triggers, it just stops itself.




Feb 5 2010, 1:42 am Pinky Post #16



They ran at the same time but yeah they weren't preserved. So can I use waits liberally as long as I don't preserve them?



None.

Feb 5 2010, 2:24 am Lanthanide Post #17



Simply put: 2 waits running for the same player at the same time will create a wait block, where 1 of the triggers containing the wait will execute before the other one. Depending on how your triggers are set up, this can be used to your advantage, but more often it is unwanted,

So, if you put all your hyper triggers on P8, and never give P8 any other triggers that include waits, you will never screw your hyper triggers up with wait blocks. This is good.

If you give P1 multiple triggers with waits in them, then you *could* run into wait blocks amongst those specific triggers for P1 (but this will not affect other players, including P8, so again your hyper triggers would be fine).


If you absolutely must include waits in your triggers for P8 (unlikely, as in most cases waits can be replaced with death count timers), then the best solution is to give your hyper triggers to all players 1-8. In that case in order for your hypers to screw up, every player would need to be running a second trigger with a wait in it simultaneously. If for example players 1-4 and 6-8 were running waits, but player 5 wasn't, the hyper triggers on player 5 would still work correctly and you'd be safe. It is easy to imagine scenarios where all players could be running waits simultaneously - if you set off a global event that included a wait that effected all players, for example.



None.

Feb 5 2010, 5:44 am 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

Quote from Pinky
So can I use waits liberally as long as I don't preserve them?
*As long as you don't mind blocking them each other.

The first transmission trigger will run normally.
The second transmission trigger (and every transm. trig after that) will run every action normally until it hits the transmission. The trigger is then set on hold until the previous waits have been processed.
You can use this knowledge to your advantage, so wait blocks are not necessarily bad, but you need to be aware that every action after the transmissions will be delayed (not just the trasmission).




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