Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: space pirate map
space pirate map
Nov 15 2007, 2:17 am
By: darkzone  

Nov 15 2007, 2:17 am darkzone Post #1



Hi all am new to the forums and map making.

I am currently in need of triggers to get ally planes to telaport to location when close to battle cruiser any ware on the map like in Space Pirate War RPG. The maps protected I can view it.

Post has been edited 1 time(s), last time on Nov 15 2007, 2:35 am by darkzone.



None.

Nov 15 2007, 3:03 am Oyen Post #2



Simply make a trigger that centers a location around the battlecruiser. Use preserve trigger so that the location is always on the battlecruiser. Then make a trigger that will teleport any ally planes, who enter that location, to your "loading bay" location.



None.

Nov 15 2007, 4:02 am darkzone Post #3



Thanks I am going to try it tomorrow. Any way I am posting the map I did not do the triggers yet and planning to add some extra units and some dodads. The 1st one I was planting to use but I used ISOM and can't shut off the square terrain so more than likely i am going with the 2nd version which kind of suck.lol
The over all plan is to make it kind of like grand thief auto the game as much as stardraft will permit.
let me know what u think.

Attachments:
islands.scx
Hits: 5 Size: 65.92kb
islands1.scx
Hits: 4 Size: 95.06kb



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Nov 15 2007, 4:57 am darkzone Post #4



Thanks it works but it action is :center location labeled:.



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Nov 15 2007, 2:28 pm Saox Post #5



It's cool man. You'll be a map maker in no-time. It's important to first make the terrain, and then focus on actions.



None.

Nov 16 2007, 8:51 pm darkzone Post #6



I am having a bit of bad luck The triggers work in my little trigger testing map but not in current project. :(

It happens like this units exit the ship go to to the center of the map instead of Hyperion which is the location and the ship moves to the landing bay location. I looked over all the triggers tried few things still happens.
I have it working like this player 12 gets all units at one area from player 8 then the a current player from
force team one gets get the ship and a decoy (a hallucinated hydralis) then the ship gets labeled as a location.
I also added condition to never move the Hyperion, but it moves to the landing bay any way. I think its because
I used the largest map size that will not crash starcrft. Does any one know how I can fix this or cut the map size
down? ^^

Post has been edited 1 time(s), last time on Nov 16 2007, 9:23 pm by darkzone.



None.

Nov 17 2007, 1:04 am NudeRaider Post #7

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 darkzone
I am having a bit of bad luck The triggers work in my little trigger testing map but not in current project. :(

It happens like this units exit the ship go to to the center of the map instead of Hyperion which is the location and the ship moves to the landing bay location. I looked over all the triggers tried few things still happens.
I have it working like this player 12 gets all units at one area from player 8 then the a current player from
force team one gets get the ship and a decoy (a hallucinated hydralis) then the ship gets labeled as a location.
I also added condition to never move the Hyperion, but it moves to the landing bay any way. I think its because
I used the largest map size that will not crash starcrft. Does any one know how I can fix this or cut the map size
down? ^^
I dont exactly understand the problem... there are many punctuation marks missing.
You described a lot... but its confusing. Can you clarify these?:

Who is P8? Why does P12 need to get units from him?
Btw. many actions dont work for P12. Try only to use give to/back P12 to be on the safe side.

You can't "label a ship as a location". Labels (unit/location names) are defined in the editor and can't be changed ingame. What do you mean? Center a location on the ship?

You can't add a condition to "never move the hyperion". You can CHECK IF IT HAS MOVED in a condition and make an action that teleports it back. Nevertheless there will be a small time where its not at its place.

Map size does not have anything to do with triggering.
Anyways, if you use ScmDraft 2 go to "Scenario -> Map Dimension" and change what you like.

If units are teleported to the middle this is because the former "center location on hyperion"-trigger didn't find the hyperion where you specified for the trigger to look for it.
Try a trigger like this:
Conditions:
Any
Actions:
Center Location Labelled "Gunship" on Hyperion at anywhere.
Move Unit at anywhere to "Gunship"

This way the hyperion will always be found. Works only if you have only 1 Hyperion in the whole map though.




Nov 17 2007, 6:01 am Marine Post #8



Quote from NudeRaider
Quote from darkzone
I am having a bit of bad luck The triggers work in my little trigger testing map but not in current project. :(

It happens like this units exit the ship go to to the center of the map instead of Hyperion which is the location and the ship moves to the landing bay location. I looked over all the triggers tried few things still happens.
I have it working like this player 12 gets all units at one area from player 8 then the a current player from
force team one gets get the ship and a decoy (a hallucinated hydralis) then the ship gets labeled as a location.
I also added condition to never move the Hyperion, but it moves to the landing bay any way. I think its because
I used the largest map size that will not crash starcrft. Does any one know how I can fix this or cut the map size
down? ^^
I dont exactly understand the problem... there are many punctuation marks missing.
You described a lot... but its confusing. Can you clarify these?:

Who is P8? Why does P12 need to get units from him?
Btw. many actions dont work for P12. Try only to use give to/back P12 to be on the safe side.

You can't "label a ship as a location". Labels (unit/location names) are defined in the editor and can't be changed ingame. What do you mean? Center a location on the ship?

You can't add a condition to "never move the hyperion". You can CHECK IF IT HAS MOVED in a condition and make an action that teleports it back. Nevertheless there will be a small time where its not at its place.

Map size does not have anything to do with triggering.
Anyways, if you use ScmDraft 2 go to "Scenario -> Map Dimension" and change what you like.

If units are teleported to the middle this is because the former "center location on hyperion"-trigger didn't find the hyperion where you specified for the trigger to look for it.
Try a trigger like this:
Conditions:
Any
Actions:
Center Location Labelled "Gunship" on Hyperion at anywhere.
Move Unit at anywhere to "Gunship"

This way the hyperion will always be found. Works only if you have only 1 Hyperion in the whole map though.

Nude is right man, you explain thinks too fast without any important details. You need to clarify and explain things more often so we understand what your trying to say and what you need help with.



None.

Dec 2 2007, 1:57 am darkzone Post #9



Hi all finally back. Thanks for the help. I had some nasty spy ware related program wreaking havak on my comp I reformatted an started working back off the map I saved map. Short story i get an eror message Warning: Trigger property usage out of sync. Its not letting me work on the triggers any more.

I had this for each type of ship.
.......................................
condition
current player bring 1wraith to Danimoth
player 8 bring one ling to spawn runner
action
set switch one

I used this once.
condition
switch 1 cleared
action
Move units 1a at Danimoth to Danimoth Landing Bay
Move units 1b at Danimoth to Danimoth Landing Bay
Move units 1c at Danimoth to Danimoth Landing Bay
and so on to unit 9
persevere trigger
..................................

I had this to make guys randomly

condition
player 8 bring drop ship to Danimoth Lanind Bay
Action
Randomize switch 2
Randomize switch 3
set switch 4 ( guard)
preserve trigger

condition
switch 2 cleared
switch 3 cleared
switch 4 set
action
x4 create unit at bla bla
clear switch 4
preserve

Then I found out that was not efficient for making random units so I was planing on using.

condition
Aways
action
Randomize switch 2
Randomize switch 3
preserve

Condition
player 9 brings unit to Dan Landing Bay
switch 2 cleared
switch 3 cleared
action
(Normally u remove the unit or move it)
4x create unit at Dan Landing Bay
preserve

I had it to make 1 of 4 set of random units.
I also used some conditions belonging to an othere set,
to move it then give the ship to player 9 neutral
Then after player 8 comp had no more units at the location the ship
give it to the next crew member a human player.

Post has been edited 1 time(s), last time on Dec 2 2007, 5:05 am by darkzone.



None.

Dec 2 2007, 2:22 am FatalException Post #10



Well, before anyone else tells you to, try using death count triggers instead of switches (i.e. condition 'Deaths'). Switches have only 2 options (set and cleared) while death counts have (virtually?) unlimted.

As for the problem with Hyperion being teleported to the loading bay, try having the location centered on Hyperion as you did before, but have one movement trigger for each type of unit that can be sent to the loading bay. By this, I mean that instead of using [any unit], you should use [specific unit] in the movement triggers. Here's an example:
[TRIGGER]
[DESCRIPTION]Units to loading bay[/DESCRIPTION]
[CONDITIONS]
[*][Current Player] brings [at least] [1] [specific unit] to [Hyperion location].
[/CONDITIONS]
[ACTIONS]
[*]Move [specific unit] for [Current Player] at [Hyperion location] to [Loading bay location].
[*](Optional) Center view for current player at [Loading bay location].
[*]Preserve trigger.
[/ACTIONS]
[/TRIGGER]
Note that [specific unit] IS NOT the Hyperion, but the unit that enters its location.

Post has been edited 1 time(s), last time on Dec 2 2007, 3:03 am by FatalException.



None.

Dec 2 2007, 3:00 am Riney Post #11

Thigh high affectionado

On Topic: Defently use Death Counters, Switchs are outdates (Ie only a 0 or a 1, when death counters goes on and on for a little while [I skipped the day in map making academeny when they said the max])

Off Topic: Best of luck with your map that you're using these triggers in, but dont name the BC the Nox xD



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-- Updated as of December 2021 --

Dec 2 2007, 4:57 am darkzone Post #12



Quote from FatalException
Well, before anyone else tells you to, try using death count triggers instead of switches (i.e. condition 'Deaths'). Switches have only 2 options (set and cleared) while death counts have (virtually?) unlimted.

As for the problem with Hyperion being teleported to the loading bay, try having the location centered on Hyperion as you did before, but have one movement trigger for each type of unit that can be sent to the loading bay. By this, I mean that instead of using [any unit], you should use [specific unit] in the movement triggers. Here's an example:
[TRIGGER]
[DESCRIPTION]Units to loading bay[/DESCRIPTION]
[CONDITIONS]
[*][Current Player] brings [at least] [1] [specific unit] to [Hyperion location].
[/CONDITIONS]
[ACTIONS]
[*]Move [specific unit] for [Current Player] at [Hyperion location] to [Loading bay location].
[*](Optional) Center view for current player at [Loading bay location].
[*]Preserve trigger.
[/ACTIONS]
[/TRIGGER]
Note that [specific unit] IS NOT the Hyperion, but the unit that enters its location.

lol sry I forgot to post that i fixed that along time a go.


(= There two ships Danimoth and Hyperion.



None.

Dec 2 2007, 5:04 am FatalException Post #13



Well, that trigger should work for both, as long as you have a seperate location for each and don't mix them up.



None.

Dec 2 2007, 5:24 am darkzone Post #14



Thank for helping me out guys.(=

Death counts cool I could have little pen with larva sweet.



None.

Dec 2 2007, 10:08 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

Whatever this last sentence means, here are some Tutorial Links on DCs.

Short Explanation of Usage
Elaborate Explanation with Examples of their uses




Dec 2 2007, 2:04 pm who Post #16



Quote
I could have little pen with larva sweet.
wtf does that mean?

The only reason I would really use switches if I was doing randomizing, since it's easier to randomize switches.



None.

Dec 2 2007, 5:23 pm Riney Post #17

Thigh high affectionado

Quote from someone09
The only reason I would really use switches if I was doing randomizing, since it's easier to randomize switches.

Thats their only good purpose in life anymore xD



Riney#6948 on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

Dec 2 2007, 11:26 pm Falkoner Post #18



Send me the Space Pirate map and I'll send it back to you unprotected :P



None.

Dec 3 2007, 12:33 am FatalException Post #19



Quote from darkzone
Death counts cool I could have little pen with larva sweet.
I believe he means that he can have a larva pen, pen as in a holding area for animals, i.e. a pig pen, which isn't needed for death count triggers if you use 'Set deaths.'



None.

Dec 3 2007, 2:43 am Riney Post #20

Thigh high affectionado

Quote from Falkoner
Send me the Space Pirate map and I'll send it back to you unprotected :P

It IS unprotected. Damn map stealers took it, changed a trigger, Mission 3 DOSNT work, and put their name on it.



Riney#6948 on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

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