Sorry for another forum topic but I have been wondering this so I can possibly improve my map and since there is no support faq for SCMDraft2 I am wondering...
1. What do ALL AI Scripts in SCMDraft2 mean? (if you find a support page it would be better but if not I guess you could post all the meanings of each script also I don't need any of the meanings of the scripts that are explained in the default campaign editor)
2. The difference between each gamespeed. Currently I have music working on the FASTEST gamespeed but I want music to work in all gamepeeds. To calculate the difference between each of my segments I used the length of the segment multiplied by how often trigger cycles occur. IOW 12seconds* (1000/84)= approx 143 SO what I would like to know is how often trigger cycles are in each gamepeed with hyper triggers running.
(1000/84)= FASTEST
?/?= FASTER
?/?= FAST
?/?= NORMAL
?/?= SLOW
?/?= SLOWER
?/?= SLOWEST
3. How to have buildings that can be controllable by all players eg. bunkers that can be manned by players 1-8, or units that can be controlled by players 1-8.
Post has been edited 7 time(s), last time on Aug 29 2012, 10:16 pm by Radical924.
None.
1. Are you asking for a detailed explanation of what each ai script does specifically?
If so, i don't know of any links that outline what each ai script does. Although if you let us know what you're attempting to achieve by running the ai script, i'm sure someone could provide you with a solution.
2. Not sure what the math would be for the other speeds, although i'm sure you could set up a message to display how many DC's occur and time it.
Example
Conditions
elapsed time is at most 1 game second
action
add 1 DC
preserve
condition
player suffered exactly 1 DC
action
display message 1
condition
player suffered exactly 2 DC
action
display message 2
etc
3. I would suggest having the bunker owned by a computer player and set it up like this.
Bunker triggering
Condition
Current player brings at least 1 men to bunker location
Computer brings at least 1 bunker to bunker location
Action
Give all bunker owned by computer at bunker location to current player
preserve
Condition
All players brings at most 0 men to bunker location
Computer brings at most 0 bunker to bunker location
Action
Give all bunker owned by all players at bunker location to computer
preserve
Post has been edited 3 time(s), last time on Aug 30 2012, 12:47 am by staxx.
None.
Your bunker idea will not work as units that are inside the bunker are not detected and therefore cannot be unloaded once loaded in if no other units on the outside of the bunker that you control are present.
As for your DC suggestion it is a good idea but not what I'm looking for because the longer the music files are the more errors will be made with the spaces in between each WAV. Also yea I'd like an explanation of what each AI script in SCMDraft do.
None.
1.
http://www.staredit.net/starcraft/List_of_campaign_AI_scripts2. Don't worry about this. No one will play your map on a setting lower than fastest.
3. Not possible except in team melee, and team melee doesn't use map settings. If it was possible you would surely have seen it done.
Your bunker idea will not work as units that are inside the bunker are not detected and therefore cannot be unloaded once loaded in if no other units on the outside of the bunker that you control are present.
Yes they can. The only way they won't be detected is with "at most", it will always detect "at most 0" units inside the bunker (meaning that staxx's second trigger should be "exactly 0" instead of "at most 0").
As a side note, never use "at most 0" unless you are doing it on purpose to achieve an unusual effect, because "at most" referring to units has some unusual effects (and additionally, it doesn't make sense anyways, since it seems like you are expecting there to be negative units somehow).
If you use "at least 1" and "exactly 0" for the previously described triggers, it will detect units outside and inside the bunker as well.
Edit:
2. Don't worry about this. No one will play your map on a setting lower than fastest.
This.
If you really want to take other speeds into account, the best way would be to detect when the game is being played on a lower speed using EUDs, and giving the players a message informing them that the game isn't being played on Fastest, and immediately ending the game in defeat.
Post has been edited 1 time(s), last time on Aug 30 2012, 3:38 am by Azrael.
As for your DC suggestion it is a good idea but not what I'm looking for because the longer the music files are the more errors will be made with the spaces in between each WAV.
Thats what the whole purpose of my example was. For you to time how many death counts occur in 1 second and then apply it to each speed. In other words if you have 12 messages set up each displaying at 1, 2, 3, 4, etc DC's and only 4 messages pop up out of the 12 then you would know that on the speed you're playing your game on would have 4 DC's in 1 second. You would then take your 4 and multiply it by the length of your wav.
Example.
My wav is 1 minute 30 seconds.
4 x 90 = 360
360 would be the number of which your wav would end so you would start the next wav on 361 if you wanted to achieve a loop with no spaces.
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EDIT
2. Don't worry about this. No one will play your map on a setting lower than fastest.
This.
If you really want to take other speeds into account, the best way would be to detect when the game is being played on a lower speed using EUDs, and giving the players a message informing them that the game isn't being played on Fastest, and immediately ending the game in defeat.
If he wants to account for his game being played on other speeds i would probably suggest using eud's to determine which speed and then set a switch to play the wav which will loop properly with that speed.
But i would agree that no one plays on anything other than fastest, so to go that indepth to cover all speeds would not be worth the effort.
Post has been edited 1 time(s), last time on Aug 30 2012, 3:45 am by staxx.
None.
If you really want to take other speeds into account, the best way would be to detect when the game is being played on a lower speed using EUDs, and giving the players a message informing them that the game isn't being played on Fastest, and immediately ending the game in defeat.
If he wants to account for his game being played on other speeds i would probably suggest using eud's to determine which speed and then set a switch to play the wav which will loop properly with that speed.
Well, he could certainly do that, but the reason I say it would be best to just detect it's not on Fastest and end the game immediately is because it's easy, and stops the timing for the audio clips from ever being wrong. I don't think anything more complex than that is necessary since the odds of anyone playing on anything other than Fastest are approximately 0%.
This thread does bring up an interesting point though. I'll admit I've implemented looping audio in maps without taking other speeds into account at all, and if someone were to play on a lower speed, it would ruin the experience. In the future, if I do any timed audio, I will be sure to detect if the game speed isn't on Fastest so I can inform the player and end the game before it becomes an issue.
It may actually be a good idea to detect for that every game, since there is no reason to play on anything other than Fastest, and doing so can also impair other timers.
Ignore what I typed here earlier my numbers were off...
Post has been edited 5 time(s), last time on Aug 31 2012, 8:56 am by Radical924.
None.