Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help Needed for Map Making
Help Needed for Map Making
Jan 5 2008, 6:51 pm
By: 12egoldi  

Jan 5 2008, 6:51 pm 12egoldi Post #1



im looking for a person who can make specific triggers, loops, animations and other cool stuff...

I currently finished the map and i got the idea of it.



None.

Jan 5 2008, 7:25 pm Falkoner Post #2



This section is for assistance in making your map, not asking someone else to make it for you.

And don't spam your topic three times... :/



None.

Jan 5 2008, 7:35 pm 12egoldi Post #3



then where teh fuck do i post for help....



None.

Jan 5 2008, 7:37 pm Falkoner Post #4



Why can't you make the map yourself? It's not very difficult, especially a Helms Deep map..



None.

Jan 5 2008, 7:50 pm 12egoldi Post #5



i know... i just have problems with the spawning of the troops and the doors....i just need a person who can help me clean these little details up



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Jan 5 2008, 7:55 pm Falkoner Post #6



Then can you say what the problem is and we can help you fix it yourself?



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Jan 5 2008, 8:10 pm 12egoldi Post #7



ok look....first of all, im a warcraft mapper...not starcraft...so its kinda hard to get used to this old editor...so...heres the deal:
PROBLEM 1:
My map is a survival map...lasts 15 min.
What i did was create three spawning points: Spawn 1, 2, and 3
Since there is no condition called "periodic event" unlike warcraft, i cant, though ive tried, figure out how to periodically spawn, say, 20 zerglings in spawn 1, 2 and 3.
|Cond.| always |Act.| Wait 30000 milliseconds, Create ----- units for player 1 at Spawn 1, Preserve trigger
PROBLEM 2:

I have added doors to my map,
I also added two switches:
OPEN GATE and CLOSE GATE (they are powerups with their name changed)
I created a location at each
|Cond.| Player 1 brings any unit to OPEN DOOR |Act.| Enable doodad state for Left Upper Level Door for all players at DOOR

WHY IS THIS WRONG?



None.

Jan 5 2008, 8:19 pm Falkoner Post #8



Enable doodad state closes doors, disable opens them.

And you are probably getting Wait Blocks on the other one, they happen when two waits run at once for a single player, they end up blocking each other so one has to run, then the other.



None.

Jan 5 2008, 8:20 pm 12egoldi Post #9



i got the first part...thanx...but i tried it right now...dont work ....but dont really understand the wait blocks shit



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Jan 5 2008, 8:22 pm Falkoner Post #10



You need a separate location for each door.

And Wait Blocks can be gotten rid of if you only have one trigger ever run at a time with a wait in it.



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Jan 5 2008, 8:22 pm 12egoldi Post #11



one more thing...i use scmdraft....which is the best editor?



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Jan 5 2008, 8:25 pm 12egoldi Post #12



dude..can i just send u the map and please fix it...i really dont get the wait thingy...its all i need for the map to be perfect



None.

Jan 5 2008, 9:12 pm Ultraviolet Post #13



I doubt that it'll be perfect if you can't even make a simple spawn trigger. On top of that, no one here wants to do your work for you. People will help you figure it out if you actually work with them, not just complain constantly.

SCM Draft 2 is considered the best editor now (by most).

Wait blocks occur when two triggers that have waits in them occur at the same time. An easy way to avoid them is to use death counts. I'd find a tutorial for you, but the computer I'm on right now is horribly slow.





Jan 5 2008, 10:00 pm who Post #14



Death Counts
It helps to have hyper triggers
Hyper triggers are basically triggers with 62 waits, one preserve, and a comment(optional). Make one of these triggers, then copy it two or three times. This allows triggers to fire faster, so instead of them firing every 2 seconds, it fires 12 times every second.
You should put the hyper triggers under a player without waits, or you can get wait blocks.



None.

Jan 6 2008, 12:21 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

Quote from someone09
This allows triggers to fire faster, so instead of them firing every 2 seconds, it fires 12 times every second.
they fire 8 times a second




Jan 6 2008, 1:28 am 12egoldi Post #16



ok i have a new problem....i know, i know...i suck at mapping (in starcraft)
Problem is:
Ok, picture helms deep in lord of the rings....what ive done is to create two "gates" one is the entrance and the other one is in the wall....get the picture?....wait...ill post one up and explain

Attachments:
gates.gif
Hits: 5 Size: 85.08kb



None.

Jan 6 2008, 1:35 am 12egoldi Post #17



ok...download it or wuteva...now...the deal i s i want my units to stop right before the buildings and attack them...how ca<n i do this?

IVE TRIED:

Create 15 URUK HAI at Spawn 1 for player 5
Create 10 Uruk Archers at spawn 2 for player 5
Issue order to attack to Be-4 Gate 1

-NEXT-

Player 5 brings exactly 1 [any uniy] to Be-4 Gate 1
Switch 2 os cleared
Actions:
Exec- AI script "send all units on random suicide missions at "Be-4 Gate 2"
Preserve Trigger

help me pulieze



None.

Jan 6 2008, 2:41 am Riney Post #18

Thigh high affectionado

You have the Location at the wrong place for Sucide missions. It needs to be where the Spawner is, not where the units are going.



Riney#6948 on Discord.
Riney on Steam (Steam)
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-- Updated as of December 2021 --

Jan 6 2008, 4:39 pm 12egoldi Post #19



oh...ok ty



None.

Jan 6 2008, 5:56 pm Moose Post #20

We live in a society.

When were we able to run the random suicide AI at a location to begin with? It was always under "Run AI Script", not "Run AI Script at Location". Does that work like it should? :O




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