Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Newbe trying to make a good UMS :)
Newbe trying to make a good UMS :)
Jul 16 2017, 4:49 pm
By: Larwa  

Jul 16 2017, 8:40 pm NudeRaider Post #21

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 Larwa
#18
How do I make a condition true?
You satisfy it.




Jul 16 2017, 9:00 pm Mimose Post #22



Hey Larwa. There are missing hypertriggers in your map - so there is no wonder that the enemies keep spawning so slow. You need them for the right timing of deathcounters. Look up the wiki for them and be aware of waitblocks.
(I would like to link it but somehow the wikipage doesnt wanna load)



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Jul 16 2017, 9:08 pm Larwa Post #23



#22
The lings and hydres spawns only once no more, what kidnd of hypertriggers exactly are missing?
Are you saying that I messed something with the deathcounters?



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Jul 16 2017, 11:55 pm Mimose Post #24



Please read the tutorials about Hypertriggers and Death Counters.



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Jul 17 2017, 11:28 am Larwa Post #25



Quote from Mimose
Please read the tutorials about Hypertriggers and Death Counters.
I've read it, and it helped me to make this trigger:
(If you can't see the screenshots clearly, you can open them on page)

Trigger for player 6, which is a computer that sets the switch "Switch 01"
And makes Action Clear "Switch 01"
For switches 01 - 03.



This Trigger Uses the "Set Switch" for all 3 switches to spawn the hydre and lings at locations.
Switch 01 is active from begining of the game
because CONDITION "Player 7 brings at least 1 Zerg Hatchery to "hatcher 1" equals TRUE
So therefore Switch 01 is active since begining.
For switch 02, Is inactive because the Same condition as above but for different location and different switch equals FALSE and the switch 2 will not be working as soon as HATCHERY for switch 1 will be destroyed.




And here is that's what I've said above.


Thank you Mimose and to the guide creator.

Post has been edited 3 time(s), last time on Jul 17 2017, 11:37 am by Larwa.



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Jul 17 2017, 11:41 am Larwa Post #26



But still I have no idea how I make the same thing by using death counters --,,--



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Jul 17 2017, 2:55 pm NudeRaider Post #27

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 Larwa
But still I have no idea how I make the same thing by using death counters --,,--
not true. You already posted working triggers here https://scr.hu/qo49RD
As I've already said the mistake is NOT the death counter. The mistake must be in the "hatchery/infested" cc condition. There is one other explanation though: The trigger doesn't run at all because the trigger owner is not in the game or is defeated.

However you could improve it by moving the "set vespene orb/geyser to 360" actions into the spawning trigger.




Jul 17 2017, 6:42 pm Larwa Post #28



#27
Like this?
https://scr.hu/JAavVL
I wonder what can I do with the hatcher or what different condition I might use to activate the trigger...

Maybe condition "kill" so when the players kill "X" of the lings and hydre the triggers will be stopped?



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Jul 17 2017, 6:47 pm Larwa Post #29



And how do I add new unites to the game and new unite look any tutorial or video would be the best so I can find everything clear for myself.\
Cuz I've downloaded few unites from here, it's .GRP file I think



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Jul 17 2017, 8:02 pm NudeRaider Post #30

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 Larwa
#27
Like this?
https://scr.hu/JAavVL
I wonder what can I do with the hatcher or what different condition I might use to activate the trigger...

Maybe condition "kill" so when the players kill "X" of the lings and hydre the triggers will be stopped?
*sigh* yes, like this. Look man, I don't want to be rude, and I do try to have patience since you're new to mapping, but at some point you gotta start making your own conclusions. We can't make the maps for you trigger by trigger. We can teach you systems, link you to tutorials, tell you about oddities, recommend techniques and whatnot, but in the end it's YOU that has to make the triggers. And for that to happen in any productive fashion you need to know what you're doing. You can't be asking us to approve every simple trigger change. If you change something you need to have a reason - you need to understand what effect it will have. It won't get you anywhere if you turn off your brain and stupidly following everything we tell you.

Now please go back to your map, and play around with a couple of things and find out which part of the trigger is causing the issue. Simplify things, remove conditions for testing. Add text output to make sure a certain trigger is running. Make concept maps that contain only the triggers and locations you are currently working on. An important part of debugging a map is knowing what's NOT the issue. Process of elimination. And this work is on you, I'm afraid.

Quote from Larwa
And how do I add new unites to the game and new unite look any tutorial or video would be the best so I can find everything clear for myself.\
Cuz I've downloaded few unites from here, it's .GRP file I think
That's modding. Check the modding section of our forum to get help with that. Here we focus on the mapping side, aka things that can be run without additional files, aka something the average b.net-er will be able to play right off the bat.




Sep 19 2017, 1:42 am mentalmp11 Post #31



Ok, how about this strategy:

Take out the modify death count to 360 from each unit spawn trigger.
Have a seperate trigger that says When Death Count = 0 , set to 360, Preserve Trigger.

I may try a test map to test :). Good luck!



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