Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: The Freeze Spell
The Freeze Spell
Apr 26 2014, 3:57 am
By: DoomDoomDoom  

Apr 28 2014, 8:45 pm Azrael Post #21



Quote from DoomDoomDoom
There are 7 servants in the map. 1 for each player to find and pick.

Are they Marines/Firebats/Zerglings/Medics/etc?

Quote from DoomDoomDoom
I dont understand your last question

With the answers to your other questions, this actually doesn't matter anymore :P The system is definitely possible.

Just let me know what types of units the 7 servants are, and I'll be on later to describe how to implement the system :)




Apr 28 2014, 8:53 pm DoomDoomDoom Post #22



Quote from Azrael
Quote from DoomDoomDoom
There are 7 servants in the map. 1 for each player to find and pick.

Are they Marines/Firebats/Zerglings/Medics/etc?

Quote from DoomDoomDoom
I dont understand your last question

With the answers to your other questions, this actually doesn't matter anymore :P The system is definitely possible.

Just let me know what types of units the 7 servants are, and I'll be on later to describe how to implement the system :)
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYYY :D If I ever finish this ill put your name in the credits :D
First Servant: Beserker - Zealot
2nd Servant: Caster- Defiler
3rd Servant: Saber- Dark templar
4th Servant- Assassin-Zergling(I was considering it to be able to spawn a maximum of 8 more lesser lings, the hero itself is a hero. XD)
5th servant- Lancer- Firebat
6th Servant: Archer-Ghost
7th Servant: Rider- Hydra



None.

May 1 2014, 8:34 pm DoomDoomDoom Post #23



Any other information needed?



None.

May 3 2014, 3:44 pm Azrael Post #24



Quote from DoomDoomDoom
Any other information needed?

Not really, I've just been typing up a fairly long reply in my free time :P

It's basically done now. To make it as accurate as possible, let me know which of these outcomes you'd prefer:

1) When a player is frozen, they remain frozen for X seconds (if it's this one, then how long should X be?)

2) When a player is frozen, they remain frozen until the spell deactivates (so it could be a long time, or it could be 1 second).

Also, should a frozen player be able to get re-frozen repeatedly, before they've had a chance to unfreeze? Or should they be immune to the freeze spell until they unfreeze?




May 6 2014, 10:12 pm DoomDoomDoom Post #25



Quote from Azrael
Quote from DoomDoomDoom
Any other information needed?

Not really, I've just been typing up a fairly long reply in my free time :P

It's basically done now. To make it as accurate as possible, let me know which of these outcomes you'd prefer:

1) When a player is frozen, they remain frozen for X seconds (if it's this one, then how long should X be?)

2) When a player is frozen, they remain frozen until the spell deactivates (so it could be a long time, or it could be 1 second).

Also, should a frozen player be able to get re-frozen repeatedly, before they've had a chance to unfreeze? Or should they be immune to the freeze spell until they unfreeze?
I like option 1. It will be 9 seconds.
A frozen unit will not be re frozen repeatedly. Only if they unfreeze and the caster casts freeze again will they be frozen. If the caster walks around and freezes more units in his way the unit that is frozen will still be frozen until the time for it is up. So what I mean is its not like a "you are in my area so this affects u then when I leave it stops" spell. Thank you



None.

May 8 2014, 9:49 am Azrael Post #26



Alright, I'll assume the ability to freeze people should be active for 9 seconds as well (and 9 seconds * 12 DCs/second = 108 DCs). I'll lay out the basic design behind this system (using Inferno's version as a basis).

First thing you'll want to do is remove the "binary countoff" triggers he tried adding to your map, since they accomplish nothing here (as mentioned earlier). Look at Player 1's triggers, and scroll down to the 3 really big ones. The conditions look like this:

Current Player has suffered at least 1 death of Cantina.
Current Player brings at least 8 [men] to 'CENTER - A4'.

Current Player has suffered at least 1 death of Cantina.
Current Player brings at least 4 [men] to 'CENTER - A4'.

Current Player has suffered at least 1 death of Cantina.
Current Player brings at least 2 [men] to 'CENTER - A4'.

Delete these 3 triggers.

Next, consider this: Is moving units into the "Active Spells" area really how you want to track spells? I'm going to outline a different way to do it in this system, so you have an alternative way to implement it.

We'll start by changing Cantina's DC to mean "this player has an active spell". To do this, find the following 3 triggers for Player 1:

CONDITIONS:
Current Player commands at least 1 Terran Marine.
Current Player brings at most 0 [men] to 'INTERFACE- Active Spells'.
ACTIONS:
Move...
Enable...
Display...
Preserve trigger.

CONDITIONS:
Current Player brings at least 1 Terran Marine to 'INTERFACE- Active Spells'.
ACTIONS:
Modify...
Modify...
Preserve trigger.

CONDITIONS:
Current Player has suffered at least 360 deaths of Alan Turret.
ACTIONS:
Modify...
Remove...
Preserve trigger.

Replace those triggers with the 3 following triggers, for Players 1 to 7:

CONDITIONS:
Current Player has suffered exactly 108 deaths of Cantina.
ACTIONS:
Modify death counts for Current Player: Set to 0 for Cantina.
Preserve trigger.

CONDITIONS:
Current Player commands at least 1 Terran Marine.
Current Player has suffered exactly 0 deaths of Cantina.
ACTIONS:
Remove 1 Terran Marine for Current Player at 'INTERFACE- Everything'.
Modify death counts for Current Player: Set to 1 for Cantina.
Display text for current player: "Master's first spell...(etc)".
Preserve trigger.

CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
ACTIONS:
Modify death counts for Current Player: Add 1 for Cantina.
Preserve trigger.

If you trace through those triggers, you'll see what's happening: Whenever a player has "Freeze" activated, their DC for Cantina will always be between 1 and 108.

That's why the Cantina DC will be used to make the spell function.

To make sure the spell stops when the Master has died, you should add the following trigger here as well:

CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player commands exactly 0 Master.
ACTIONS:
Modify death counts for Current Player: Set to 0 for Cantina.
Preserve trigger.

Now, to actually make the spell utilize Cantina, find this trigger:

CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player brings at least 1 [men] to 'CENTER- A4'.
ACTIONS:
Give...
Center...
Issue...
Give...
Preserve trigger.

You're going to replace this trigger with 7 new triggers. There were some serious flaws with the previous system: It would freeze any player who activated the spell if more than one person was using it at the same time. Additionally, two players using it at the same time would cause the freeze duration to only last half as long. These new triggers will be what prevents this kind of problem from happening.

Also, we'll use Alan Turret DCs here. They'll be used to indicate that the current player's Master is frozen.

Here are the 7 replacement triggers:

PLAYERS: P2, P3, P4, P5, P6, P7
CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player has suffered at most 108 deaths of Cantina.
Player 1 has suffered exactly 0 deaths of Alan Turret.
Player 1 brings at least 1 Master to 'CENTER- A4'.
ACTIONS:
Set deaths of Alan Turret to 1 for Player 1.
Preserve Trigger.

PLAYERS: P1, P3, P4, P5, P6, P7
CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player has suffered at most 108 deaths of Cantina.
Player 2 has suffered exactly 0 deaths of Alan Turret.
Player 2 brings at least 1 Master to 'CENTER- A4'.
ACTIONS:
Set deaths of Alan Turret to 1 for Player 2.
Preserve Trigger.

PLAYERS: P1, P2, P4, P5, P6, P7
CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player has suffered at most 108 deaths of Cantina.
Player 3 has suffered exactly 0 deaths of Alan Turret.
Player 3 brings at least 1 Master to 'CENTER- A4'.
ACTIONS:
Set deaths of Alan Turret to 1 for Player 3.
Preserve Trigger.

PLAYERS: P1, P2, P3, P5, P6, P7
CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player has suffered at most 108 deaths of Cantina.
Player 4 has suffered exactly 0 deaths of Alan Turret.
Player 4 brings at least 1 Master to 'CENTER- A4'.
ACTIONS:
Set deaths of Alan Turret to 1 for Player 4.
Preserve Trigger.

PLAYERS: P1, P2, P3, P4, P6, P7
CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player has suffered at most 108 deaths of Cantina.
Player 5 has suffered exactly 0 deaths of Alan Turret.
Player 5 brings at least 1 Master to 'CENTER- A4'.
ACTIONS:
Set deaths of Alan Turret to 1 for Player 5.
Preserve Trigger.

PLAYERS: P1, P2, P3, P4, P5, P7
CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player has suffered at most 108 deaths of Cantina.
Player 6 has suffered exactly 0 deaths of Alan Turret.
Player 6 brings at least 1 Master to 'CENTER- A4'.
ACTIONS:
Set deaths of Alan Turret to 1 for Player 6.
Preserve Trigger.

PLAYERS: P1, P2, P3, P4, P5, P6
CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player has suffered at most 108 deaths of Cantina.
Player 7 has suffered exactly 0 deaths of Alan Turret.
Player 7 brings at least 1 Master to 'CENTER- A4'.
ACTIONS:
Set deaths of Alan Turret to 1 for Player 7.
Preserve Trigger.

You can also add this trigger, owned by all 7 players:

CONDITIONS:
Current Player has suffered at least 1 deaths of Cantina.
Current Player has suffered at most 108 deaths of Cantina.
ACTIONS:
Give all Protoss Zealot owned by Foes at 'CENTER- A4' to Player 9.
Give all Zerg Defiler owned by Foes at 'CENTER- A4' to Player 9.
Give all [next servant]...
Give all [next servant]...
...etc...
Give all [last servant] owned by Foes at 'CENTER- A4' to Player 9.
Give all [men] owned by Player 8 at 'CENTER- A4' to Player 9.
Preserve Trigger.

You'll also need triggers equivalent to the following ones (you can use whatever method you're planning on to keep track of which Servants belong to each Master). The Cave DC will be used to indicate the current player's Servant is frozen.

CONDITIONS:
Current Player has suffered at least 1 deaths of Cave.
ACTIONS:
Add 1 death of Cave for Current Player.
Preserve Trigger.

CONDITIONS:
Player 9 commands exactly 1 [current player's Servant].
Current Player has suffered exactly 0 deaths of Cave.
ACTIONS:
Set deaths of Cave to 1 for Current Player.
Preserve Trigger.

CONDITIONS:
Current Player has suffered exactly 108 deaths of Cave.
ACTIONS:
Set deaths of Cave to 0 for Current Player.
Give 1 [current player's Servant] owned by Player 9 at Anywhere to Current Player.
Preserve Trigger.

You'll also want to add some triggers to make the Alan Turret DC work.

CONDITIONS:
Current Player has suffered at least 1 death of Alan Turret.
ACTIONS:
Give 1 Master owned by Current Player at Anywhere to Player 9.
Give 1 Master owned by Player 9 at Anywhere to Current Player.
Center location "1x1 Pixel" on Master owned by Current Player at Anywhere.
Issue order to Master owned by Current Player at "1x1 Pixel": Move to "1x1 Pixel".
Preserve Trigger.

CONDITIONS:
Current Player has suffered at least 1 death of Alan Turret.
ACTIONS:
Add 1 death of Alan Turret for Current Player.
Preserve Trigger.

CONDITIONS:
Current Player has suffered exactly 108 deaths of Alan Turret.
ACTIONS:
Set deaths of Alan Turret to 0 for Current Player.
Preserve Trigger.

This should result in the behavior you want for Masters. The "1x1 Pixel" location would be a location that is, as the name implies, 1x1 pixel in size. You can set this in a location's properties: just make the value of Right and Bottom 1 higher than the value of Left and Top, respectively.

You might notice that Player 8's unit were never unfrozen. That's because you'll need to figure out how and when you want to do that. You could keep all of their units frozen until people stop freezing new units, or something else to make it easy for you. Alternatively, you could dedicate a few extra locations to this, and center one of them on an area whenever Player 8 has a unit frozen which isn't already covered by one of these locations. Then you could use a few different DC timers for Player 8, each one tied to a different location, so you're basically unfreezing them in order.

Also, I mentioned earlier that Cantina's DC is always between 1 and 108 for a player whenever they have "Freeze" currently active. This is only the beginning: Cantina can be used for every spell. The next one would be "at least 109" and "at most 216" (or whatever the correct DC would be, if the next spell isn't going to last 9 seconds). Upon reaching 216, the Cantina DC would be set back to 0 (which just means "the current player has no spells active").

Well, that's probably enough for now. If you get all of that implemented, you'll be pretty well set on having the "Freeze" system completed. We can take another look at it after that to see where to go from there, assuming you still need help at that point.

On a side note, if you're planning on having so many spells, I'd suggest trying not to place any air units in your map. Having no air units means you can make use of mobile grids, which are really powerful and offer incredibly capabilities, especially when dealing with unit-based abilities.




May 8 2014, 8:40 pm DoomDoomDoom Post #27



Ok thanks. I dont have time to do it today since I have to go somewhere with someone but I will be back to put the spell in. I used Farty's Mapsketcher thing to put a picture of the main character in the background so I will be restarting it. Is it ok for me to pm you if I have anymore problems with other spells? Thanks.



None.

May 8 2014, 8:43 pm DoomDoomDoom Post #28



I probably wont put air units into the map. I will probably use them for dc too maybe.
And it's alright for p.8's units to never be frozen. The 7 masters and their servents are supernatural/superhuman/whatever so they can shake it off. p.8's units are normal humans so they will not be able to shake the spell off. Thanks again!



None.

May 9 2014, 2:10 am Azrael Post #29



Sure, feel free to PM me if you need anything :)

As far as restarting, you could probably avoid that if you wanted to. You can copy the terrain on the new map and paste it into the original map.

And your plan to use air units exclusively for DCs sounds excellent.




May 9 2014, 2:31 am O)FaRTy1billion[MM] Post #30

👻 👾 👽 💪

MapSketch also lets you open an existing map to add an image to.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

May 9 2014, 7:21 pm DoomDoomDoom Post #31



ok :D



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