Staredit Network > Forums > SC1 Map Showcase > Topic: (2)Eye of the Storm
(2)Eye of the Storm
Jan 22 2009, 8:53 pm
By: JCarrill0  

Jan 22 2009, 8:53 pm JCarrill0 Post #1



Quote

EYE OF THE STORM
Protoss Command Ship Gantrithor, Low orbit over the planet Aiur.

INFORMATION

HISTORY

AUTHOR NOTES

DOWNLOAD

The problem (old)


Post has been edited 9 time(s), last time on Jan 6 2016, 4:50 pm by JCarrill0.




Nov 24 2015, 5:52 pm JCarrill0 Post #2



I updated the first post, sadly after years of STILL playing around with this map, I still have a defeat issue at the end if multiplayers are added.




Nov 25 2015, 2:57 pm Stranger Post #3



Hmmm...

That "pause the game" instruction won't work in multiplayer games.

About the defeat issue, you should post here your defeat triggers.
Also : in multiplayer, do both players get a defeat by killing the Overmind or does one get a Victory while the other one gets a defeat ?



None.

Nov 25 2015, 3:09 pm JCarrill0 Post #4



Quote from Stranger
Hmmm...

That "pause the game" instruction won't work in multiplayer games.

About the defeat issue, you should post here your defeat triggers.
Also : in multiplayer, do both players get a defeat by killing the Overmind or does one get a Victory while the other one gets a defeat ?
I posted the Trigger in Post #1, that should answer your inquiry. ASAIK, Both get defeat, but it might be one get it, the other does not.




Nov 25 2015, 5:30 pm Roy Post #5

An artist's depiction of an Extended Unit Death

Quote from JCarrill0
The problem I have now is probably so simple, I missed it by a mile. Everything works fine if you play it with one player. 2 Players adds Terran units for the second player, and if there is only one player, it adds Terran units for the first player. If you beat the mission with one player, you get Victory, If you beat the mission with 2 players, you get defeat.
It's a scheduling conflict: the first player finishes the trigger first and gets victory, which causes all the other players to get defeated. Here's a quick and dirty solution:

1) Replace the victory condition with setting a switch:

Ending Transmission
Players

  • Fleet of the Executor (Force 1)
  • Former Colonial Militia (Force 2)
  • Conditions
    Player 4 Commands at most Zerg overming (with Shell).
    Actions

  • Center View for Current Player at 'Overmind (Location)'.
  • Wait for 1000 Milliseconds.
  • Center location labeled 'Tassadar (Location)' on Gantrithot (Carrier) owned by Fleet of the Executor (Force 1) at 'Anywhere'
  • Center View for Current Player at 'Tassadar (Location)'.
  • Center location labeled 'Tassadar (Location)' on Gantrithot (Carrier) owned by Fleet of the Executor (Force 1) at 'Anywhere'
  • Center View for Current Player at 'Tassadar (Location)'.
  • Pause the game.
  • mute all non-trigger sounds for Current Player.
  • Send Transmission to Current Player from 'Anywhere'. Play 'PAM00uta.wav'. Modify transmission duration: Subtract 0 milliseconds. Display the following text: TASSADAR
    Executor, the Overmind has been weakened, but
    I fear we have sustained severe damage ourselves.
    I will steer the Gantrithor into a collision course with
    the Overmind. If I can channel enough of the Dark
    Templars' energy through the hull of the Gantrithor, I
    should be able to bring swift death to the accursed
    abomination. Remember us, Executor. Remember
    what was done here today. May Adun watch over you.

  • Set Switch 03.
  • Comment: Ending Transmission


  • 2) Create a new trigger that just awards victory to the necessary players:

    Victory
    Players

  • Fleet of the Executor (Force 1)
  • Former Colonial Militia (Force 2)
  • Conditions
    Switch 03 is Set.
    Actions

  • End Scenario in Victory for Current Player.





  • Nov 25 2015, 5:37 pm JCarrill0 Post #6



    I have edited the map over the years with new updates, but I always had the same issue. I think My best option here is to re-download the map and edit stuff accordingly since the map I have updated/changed was used primary as a debug map, tons of trigger were used for fun, mixing things up for a challenge and eliminated the purpose of the original.

    on a side note, once I get this updated back to the Original standard, would you be willing to help me test it out? I don't have the same people playing sc1 anymore hehe.




    Nov 25 2015, 7:14 pm JCarrill0 Post #7



    Quote from Roy
    It's a scheduling conflict: the first player finishes the trigger first and gets victory, which causes all the other players to get defeated. Here's a quick and dirty solution:

    1) Replace the victory condition with setting a switch:

    Ending Transmission
    Players

  • Fleet of the Executor (Force 1)
  • Former Colonial Militia (Force 2)
  • Conditions
    Player 4 Commands at most Zerg overming (with Shell).
    Actions

  • Center View for Current Player at 'Overmind (Location)'.
  • Wait for 1000 Milliseconds.
  • Center location labeled 'Tassadar (Location)' on Gantrithot (Carrier) owned by Fleet of the Executor (Force 1) at 'Anywhere'
  • Center View for Current Player at 'Tassadar (Location)'.
  • Center location labeled 'Tassadar (Location)' on Gantrithot (Carrier) owned by Fleet of the Executor (Force 1) at 'Anywhere'
  • Center View for Current Player at 'Tassadar (Location)'.
  • Pause the game.
  • mute all non-trigger sounds for Current Player.
  • Send Transmission to Current Player from 'Anywhere'. Play 'PAM00uta.wav'. Modify transmission duration: Subtract 0 milliseconds. Display the following text: TASSADAR
    Executor, the Overmind has been weakened, but
    I fear we have sustained severe damage ourselves.
    I will steer the Gantrithor into a collision course with
    the Overmind. If I can channel enough of the Dark
    Templars' energy through the hull of the Gantrithor, I
    should be able to bring swift death to the accursed
    abomination. Remember us, Executor. Remember
    what was done here today. May Adun watch over you.

  • Set Switch 03.
  • Comment: Ending Transmission


  • 2) Create a new trigger that just awards victory to the necessary players:

    Victory
    Players

  • Fleet of the Executor (Force 1)
  • Former Colonial Militia (Force 2)
  • Conditions
    Switch 03 is Set.
    Actions

  • End Scenario in Victory for Current Player.
  • ISSUE HAS BEEN FIXED, WE SIMPLY NEED TO MOVE THE VICTORY TRIGGER ABOVE THE END TRANSMISSION TRIGGER!

    Post has been edited 1 time(s), last time on Nov 25 2015, 9:04 pm by JCarrill0.




    Dec 4 2015, 12:03 pm JCarrill0 Post #8



    *New Update*
    • Added Color to Mission Briefing, Mission Objectives, & display text
    • Fixed an issue with Victory Trigger





    Dec 8 2015, 3:51 pm JCarrill0 Post #9



    If I wanted to make Bnet version, and use sounds from The CD (the MPQ files) instead of importing them to the SCM file, does SCMD2 allow that?
    I used to have a program called SCFreeSounds that would literly import the sound from the CD's, problem is BW user could not hear sound from SC CD, since we no longer need CD's




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