Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: I'm out of clues...
I'm out of clues...
Jul 16 2010, 9:23 pm
By: Ouate_De_Phoque  

Jul 16 2010, 9:23 pm Ouate_De_Phoque Post #1



Hi Everyone! I'm lucky to finally find a site with people still visiting regularly for such a good (but getting old) game.

For a quick background on my USM map, I simply choose the map Blood Bath and made some changes in it to make it even more interesting and fun. So far so good, I've made the cpus to build up (using the custom AI) and attack me and each other (more or like a FFA game). The next step was that if I destroyed all buildings of a player and make him lose, I got control over the rest of their remaining units, wich is working also.

But now, my main event (and problem lol) is that any player (all 4) has a Beacon in the center, and that beacon serves to spawn a certain unit for that player whenever they kill 3 men (not buildings). I've looked everywhere, and tried different combinations of Death counters and switches, but everytime I tested it, it was either 1-2 or a unlimited number of unit spawned, never the exact amount I was supposed to get (i'm using a kill leaderboard to watch). My map is currently in testing layout (I blocked the middle and put in there many unit from 2 players to test). I saw somewhere to use the death count of some player to reset to 0 when they suffered 3 deaths, but since I'm against 2 other computers, this trigger dont take into account wich player killed the units!

So, I'm now trying to use the Kill counts, so that every player will have exactly what they deserve, by killing units. I'm stuck there at the moment hehe You can check the image to better see my map at the moment(beta phase, I'll remove the minerals once I get it right).

Attachments:
BloodBathBeta.jpg
Hits: 8 Size: 277.4kb



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Jul 16 2010, 9:33 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

I don't think a picture is going to help... You should post the map.




Jul 16 2010, 9:37 pm NudeRaider Post #3

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

Probably your main problem is that you can't modify kills, just detect them. So you'd need 1 trigger for each possible kill, which is doable with a trigger duplicator, even if it might go into the thousands of triggers.

But there's different ways to make a kills-to-cash system (which is the same as kills-to-spawn). Check out our wiki and choose the method that suits your map best. If you have any more questions, feel free to ask.

Oh and welcome to our forum. ;)




Jul 16 2010, 9:38 pm Kaias Post #4



You could either try doing it by Kill score (each unit provides a score when killed) which I think might work out better, since it takes into account the gravity of the kills OR you could use Kill of men. The problem with using the Kill condition is that you can't edit the kills to reset so if you use Kills you'd have to make a trigger for each multiple of 3 until some acceptably high number you think they'll never reach. This is very doable with a trigger duplicator, but uses a lot of triggers.



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Jul 16 2010, 9:41 pm Aristocrat Post #5



What you're trying to do is not possible without mass-producing triggers. You're better off using Kill Score > 2000 or something similar.

Conditions:
Current player's kill score is at least 2000

Actions:
Subtract 2000 kill score for current player
Spawn unit at location
Preserve



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Jul 17 2010, 3:46 am Ouate_De_Phoque Post #6



Thx guys, fast responses :cool2: I'm gonna try using the Kill Score counter, and see what happens.



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Jul 17 2010, 3:51 am Tempz Post #7



Another way to do it is to set a switch or set kill count to a unused unit, this will activate another set of triggers



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Jul 18 2010, 9:19 pm Ouate_De_Phoque Post #8



Allright, the Kill score worked perfectly, each Player receiving exactly what I wanted them to get, when they get a certain score. But, my main concern now is that since I want to make the map Free-for-all, one of them is a protoss and frankly, he's killing the terran player quite too fast for me to even notice him at all... For that matter, the protoss player is doing quite a good job for a computer, but the terran and zerg, it's pathetic, and they have the same AI script! I now have 2 more questions:
1- Is there a normal starting build (buildings, units and ressources) that a custom CPU will perform better? Like, is giving too much money to the CPU will make him worse since he might "not be used to see that much money" ?
2- I love the Free-for-all in the game selection menu, it makes the computers quite aggressive and gangbang on you if they want. But how can I recreate the exact same behaviour in a USM map ?



None.

Jul 18 2010, 11:09 pm l)ark_ssj9kevin Post #9

Just here for the activity... well not really

Quote from Ouate_De_Phoque
Allright, the Kill score worked perfectly, each Player receiving exactly what I wanted them to get, when they get a certain score. But, my main concern now is that since I want to make the map Free-for-all, one of them is a protoss and frankly, he's killing the terran player quite too fast for me to even notice him at all... For that matter, the protoss player is doing quite a good job for a computer, but the terran and zerg, it's pathetic, and they have the same AI script! I now have 2 more questions:
1- Is there a normal starting build (buildings, units and ressources) that a custom CPU will perform better? Like, is giving too much money to the CPU will make him worse since he might "not be used to see that much money" ?
2- I love the Free-for-all in the game selection menu, it makes the computers quite aggressive and gangbang on you if they want. But how can I recreate the exact same behaviour in a USM map ?
1- The AI can handle free money. That is how the melee AI works.
2- IDK what you mean. Do you want them all to fight eachother like in FFA (then have comps unally eachother)?
Or do you want them all to team up and kill one player (ally all comps with eachother)?
Or do you want the AI to be extremely aggressive (lol IDK this one)?



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OI-C

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Jul 19 2010, 12:22 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

They should be roughly the same strength. Maybe you have set the wrong player slot race / AI script race?

Unfortunately an UMS map computer will never be as good as the AI in melee mode.

But to make them better you can give them money or to make them worse, steal money from them.




Jul 19 2010, 12:36 am Ouate_De_Phoque Post #11



I know they should be about the same strenght... I justed played a normal FFA game, and for the same amount of time elapsed, all the computers had pretty much advanced to a normal level, but in my litte map so far, I'm dissapointed to see (and it makes me laugh too) to see the zerg computer player sending 1 or 2 hydra at random, probably to attack me, but my tanks takes care of this (oh btw, I have time to build up my 12 tanks defense before I see even one hydra, just to point that out). And that's it, the zerg simply send a few units every now and then, but at some point, the mighty protoss eventually destroys him... quite easily lol

For the terran computer player, he starts fast, sending a few marines without notice, but then, he simply does the same thing over and over again, sending these little marines in a infinite chain... and that's about it. At some point, the protoss will destroy him too, so it's me and him for the final. I simply watch the whole thing to test the map. But even then, with all the ressources available, the protoss takes a hell lot of time to build his first scout. I have all the time in the world to build up my group of wraith, and starting my BCs.

I really want to make them strong AND face each other too. I know that if I put them all 3 vs me, they WILL build up strong since the protoss will leave them at peace lol Somebody told me that the insane mode makes somewhat the computer cheats... but should they at least TRY to attack one another and build up the tech-tree?



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Jul 19 2010, 12:55 am Vrael Post #12



Are you using the "Insane" AI scripts? Perhaps that could help.



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Jul 19 2010, 3:29 pm Ouate_De_Phoque Post #13



The insane scripts works great as the CPU is really putting some effort to destoy others, but they obviously getting money "for free"... they starts building things AND create new workers right at the start lol... and they just have 100 $. Anyway, it doesn't me as I can handle it.

But now, as far as my plan works, since they all have an insane amount of units, my units created are spawning quite too fast, and frankly, it's fun to see 'cause that's what I wanted to do. But, I do have a concern... all these units is pumping up my current 200 limit and beyond (I was at 270/200 at one time, hilarious number of marines in the center after I killed the Zerg :)), but for gameplaying experience, I'm now stuck with there unless I kill them of send them in a suicide mission.

For my question, I wanna know if there's a way to create all those units as another player, BUT the current player will control these units right away ? To prevent my supply to go over 200, I want to make the spawning marines for me (player 1) as a terran player 7, but I gain control of the units every time, just like if they were mine, but they still get they're white color, thus gaining another 200 supply total for me(and the other computers too). Is it possible at all? I'll try to figure it out in the meantime.



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Jul 19 2010, 3:45 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

There's ways to increase the supply limit using buffer overflows, but you'll still hit the limit so why don't you create hero marines and name them Terran Marine? They don't use up supply but have another portrait.




Jul 19 2010, 4:28 pm Ouate_De_Phoque Post #15



wow, you just got me a awesome idea! I knew that heroes didn't take supplies, but I never thought about changing their propreties to match a regular unit. Thx man, I think you solved my problem for good :) If it works well, I'll use this setting into a bigger, 8 player map, and the carnage will be infernal.



None.

Jul 19 2010, 4:47 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

np. Just don't go overboard with it since the max units on a map is limited to 1700.
And there is a weapon sprite limit which prevents units from doing damage when there's more than 100 weapon effects at once on the map. And you wouldn't believe how fast you hit that using marines.




Jul 23 2010, 4:14 am Ouate_De_Phoque Post #17



yeah lol I noticed that when I played a long time ago, I was messing around with the god mode cheat on a FFA 8 players fast money map, and it was hilarious. When all attacks stopped/stalled, I released the cheat and a blood bath appeared. To prevent that kind of behaviour, the god mode cheat should only affect the player, not the computers... anyways...

I now have another good question, it will probably be my last one since I've managed to make my map more challenging and the units are appearing in a decent manner. I was wondering if its possible to ever "train" hero units from a production building, by using triggers. Like, I would like to change all marines trained/controlled by the current player to Jim Raynor, for exemple. I know I could just change ALL the freaking individual stats to match the hero counterpart, but it might take a while... and for that matter, they wont have their special voice/portrait/attacks(special mention to the protoss high templar hero)/and not using supply features.

Any possibility? Thx in advance



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Jul 23 2010, 5:50 am Lanthanide Post #18



The best you can do is have a trigger that constantly centers on say, Terran Marine. Then have another trigger that says "bring terran marine to [location] at least 1, remove Terran Marine at [location], create Raynor at [location]". You would want to have this running for each player as 'Current Player'. That way you will replace a single terran marine each trigger cycle with a raynor, and as there are ~12 cycles per second on Fastest, it's pretty quick. Note that this will remove the original marine so if you have a rally point set on your production building the raynor won't pick it up, but otherwise this solution is pretty good.


Post has been edited 2 time(s), last time on Dec 16 2011, 9:48 am by Lanthanide.



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Jul 23 2010, 10:06 am 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

You can train hero units the way Lanth described it, but you'll still have to set the stats (attacking templars with 0 dmg ftw. :D) and have different portraits. Some units have no hero unit (e.g. lurker, medic) and some are not create-able (corsair) and they all have all upgrades by default.

To avoid these problems you could use extended units that increase the supply limit, but since those are buffer overflows random crashes may or may not happen. If you wish to know more I'll try to find the article explaining how to do it.




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