Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How can I blend UMS into Melee conditions?
How can I blend UMS into Melee conditions?
Mar 17 2010, 3:12 am
By: Josh2xx  

Mar 17 2010, 3:12 am Josh2xx Post #1



How do I make a melee map with triggers? As in how do you let users select their race with random start locations while in a UMS??



None.

Mar 17 2010, 3:21 am Jack Post #2

>be faceless void >mfw I have no face

Create a blank map with SCMDraft. Go to the map options, and change the bit that has all the races to User-selectable. Then add your terrain.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Mar 17 2010, 3:21 am Vi3t-X Post #3



Set the property of the race to "User Select".
Set the property of the forces where they players are in to "Randomize Start Location".

Edit: I got sniped by 11 seconds. :(



None.

Mar 17 2010, 4:33 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

User select will ignore all preplaced units, and instead give the player a town hall and 4 workers when in UMS.



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

Mar 17 2010, 5:49 am Josh2xx Post #5



The guy above me hit the nail on the heads, thats my problem.



None.

Mar 17 2010, 7:21 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

you can either create the units with triggers, or use players 9-12 as a placeholder. I'm not sure if you can, but you might be able to give players 13+ as well, though there may be some side effect. You can also randomize the race rather than having "user select", or you can choose the race in game. Note that the GUI won't change in this case.



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

Mar 20 2010, 11:17 pm Josh2xx Post #7



Okay I have a control panel for various triggers for 4 players but I want those 4 players to have a random start location and a user-select for race. Using triggers how could I accomplish this?



None.

Mar 21 2010, 1:37 am NudeRaider Post #8

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

Set players on user select, so they get a main building and 4 workers.
Have their start locations somewhere on the map with enough space but not where the bases should go.
Then at game start randomize 2 switches to determine one of the 4 possible base locations (3 switches for 8 base locations) but have P2-4 check if their spot isn't already taken. If it is, just re-randomize until you find a free spot.
In that same trigger move everyone's stuff to their respective base locations.




Mar 21 2010, 3:14 am Josh2xx Post #9



Can you post that in workable triggers so I can understand what you mean better? Thanks.



None.

Mar 21 2010, 10:07 am 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

2 switches => 4 outcomes => 4 locations:
cleared, cleared => West base
cleared, set => North base
set, cleared => East base
set, set => South base

Trigger
Players

  • [Human Force]
  • Conditions

  • Current Player brings at least 1 building to 'Start Locations'
  • Elapsed time at most 30s
  • Actions

  • Randomize Switch 1
  • Randomize Switch 2
  • Preserve


  • Trigger
    Players

  • [Human Force]
  • Conditions

  • Switch 1 is cleared
  • Switch 2 is cleared
  • [Human Force] brings at most 0 buildings to 'West Base'
  • Elapsed time at most 30s
  • Actions

  • Move all [buildings] for Current Player at 'Start Locations' to 'West base'
  • Move all [men] for Current Player at 'Start Locations' to 'West base'
  • Preserve


  • For the last player it might take several trigger loops until he randomizes the last free slot, but that's the drawback you get for using such a simple system. However with hyper triggers this should still be under 1 second in any case. Just make sure the start locations are far enough apart so that no one sees the other player's buildings.

    Note: The elapsed time condition is there to prevent false triggering should you build at the start location later.

    Oh and about your preplaced units: Preplace them for the remaining 4 players and give them to the human players after they got moved to their base.

    Post has been edited 1 time(s), last time on Mar 21 2010, 10:14 am by NudeRaider. Reason: typo




    Mar 22 2010, 12:30 am Josh2xx Post #11



    Thank you for your assitance, you have helped me a lot.



    None.

    Mar 22 2010, 1:10 am TiKels Post #12



    Oh, I didn't know race selection changed anything other than your race, this was very informative for me.

    Inb4lock



    "If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

    -NudeRaider

    Mar 22 2010, 1:44 am Josh2xx Post #13



    Can you give me some advice on how to make a computer play as melee in a UMS map (is this possible?)



    None.

    Mar 22 2010, 2:15 am DavidJCobb Post #14



    Josh, you would use the Run AI Script trigger to run an AI script. It has to be the same race as the player's units and their race in the Map Description dialog.



    None.

    Mar 22 2010, 11:08 am 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

    While this is correct, keep in mind that the computer will still play a bit different from true melee.




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