Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Some small questions =3
Some small questions =3
Dec 5 2007, 4:22 pm
By: TartarusMkII  

Dec 5 2007, 4:22 pm TartarusMkII Post #1



My team only consists of 3 map editors, and none of them know -these- things. So if you dont mind ill ask, since i cant search.

First of all, the first map we are making is a defense. Is there a tutorial somewhere for a level system? i looked on the tutorial page the site has current and didnt find anything helpfull about that specificaly. I heard switches being suggested but im having trouble understanding that.

Secondly, Hyper Triggers. I was instructed from a tutorial to just make 4 triggers filled with all wait 0 mil. seconds and a preserve trigger action. But as i look at some un protected maps i see the hyper triggers are actualy integrating within funtion specific triggers all together. How do i use these effectivley?

Also I understand, of course, we cant make custom units, and we have 2 pairs of the same unit (normal and hero), but something tells me there are more. Are there more same-image units that I can play with for level units, playing units, and just all around crap units?

Any help is greatly appriciated.
-[ICTX]TartarusMkII



None.

Dec 5 2007, 5:53 pm NudeRaider Post #2

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 TartarusMkII
My team only consists of 3 map editors, and none of them know -these- things. So if you dont mind ill ask, since i cant search.

First of all, the first map we are making is a defense. Is there a tutorial somewhere for a level system? i looked on the tutorial page the site has current and didnt find anything helpfull about that specificaly. I heard switches being suggested but im having trouble understanding that.
Most effective is using a death counter (DC).
Here are 2 Tutorials if my explanation below is not enough:
Short Explanation of Usage
Elaborate Explanation with Examples of their uses

That means you rename an unused unit (e.g. neutral - neutral - cantina) to LEVEL and then use it as a counter to determine in the conditions which level is active.
Understand that this renamed unit (aka DC) has nothing to do with a unit actually present or dying in the map. Its just a variable from which you can subtract, add to and set by triggers.


If 1st level starts set the LEVEL DC to 1 ("set deaths" of LEVEL for <comp player> to 1).

Then for creating the 1st level units:
If <comp player> has suffered 1 deaths of LEVEL -> create 50 Level 1 units for <comp player>

After the level:
If <comp player> has suffered 1 deaths of LEVEL
And brings at most 0 Level 1 units to anywhere -> Set deaths of LEVEL for <comp player> to 2

Create 2nd level units:
If <comp player> has suffered 2 deaths of LEVEL -> create 50 Level 2 units for <comp player>

... repeat

Quote from TartarusMkII
Secondly, Hyper Triggers. I was instructed from a tutorial to just make 4 triggers filled with all wait 0 mil. seconds and a preserve trigger action. But as i look at some un protected maps i see the hyper triggers are actualy integrating within funtion specific triggers all together. How do i use these effectivley?
For a defense map you probably won't need them.
My suggestion since you seem not all too experienced: Forget about them for now.
They can cause a lot of trouble if you don't know exactly how to use them.

But anyways I'll give you some info on them:
This weird construct of many small waits is a method to force Starcraft to check the triggers every 83ms instead of the normal ~1,5s (both times real-time, speed 7. You should know 1 game second passes in about 0,7 seconds real-time on speed 7).
That means if a player moves on a beacon there's no (noticable) delay until the action occurs.
It also speeds up cash rewards for kills, etc....

But the problem is when you use hypertriggers and also other waits you can experience wait blocks (a trigger won't fire again) when you didn't set them up correctly. The easiest way to avoid that is to give them ONLY to ONE player which has NO trigger with ANY WAIT. This is a comp usually.
Here's an explanation how hypers work: Hypers concept


Quote from TartarusMkII
Also I understand, of course, we cant make custom units, and we have 2 pairs of the same unit (normal and hero), but something tells me there are more. Are there more same-image units that I can play with for level units, playing units, and just all around crap units?

Any help is greatly appriciated.
-[ICTX]TartarusMkII
Usually you only have 2 units with the same appearance.
Quite a few even only 1: All Broodwar units except dts and corsairs, Kerrigans, Workers, Civ, Infested Terran, Scourge, Interceptor, Observer, Shuttle, Dropship and Broodling
Only very few with more than 2: BCs (4), Ghosts (5), Scouts (3), hts (3), dts (3)

Careful with the BCs of Mengsk and DuGalle, the ht Aldaris, and the corsair of Raszagal as they cannot be created by triggers.




Dec 5 2007, 6:23 pm TartarusMkII Post #3



Ok Thanks much. Ill look into that Death Counter thing- it confuses me but im sure the detailed tutorials- and some sleep will help.



None.

Dec 5 2007, 8:23 pm Falkoner Post #4



http://Falkoner.CoW.GooglePages.com/Hyper_Triggers.html

That's a pretty good tutorial for hypertriggers.

http://falkoner.cow.googlepages.com/Death_Counts.html

And there's one on death counts, which you will want to use for your level system.

There ARE other units that are not normally in the editor, but you can't create them through triggers, making them almost useless unless you want to preplace all of them.



None.

Dec 6 2007, 11:53 am TartarusMkII Post #5



Well i guess if i realy wanted to i could have a holding pen for those units, falkoner, and when they are needed just move them all. but if i cant rename them it might be odd.



None.

Dec 6 2007, 4:22 pm NudeRaider Post #6

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 rename every unit




Dec 6 2007, 9:38 pm TartarusMkII Post #7



even if i cant place them with triggers? oh...



None.

Dec 6 2007, 10:50 pm 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

The one thing has nothing to do with the other




Dec 8 2007, 12:08 am Aoe325 Post #9



Quote from TartarusMkII
even if i cant place them with triggers? oh...

You dont rename every single unit when you place it. You need to go into the map's setting for that. Every unit of a kind will have the same name



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