Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How to dynamically set upper limits to death counters per player
How to dynamically set upper limits to death counters per player
Jan 26 2022, 11:38 pm
By: Brusilov  

Jan 29 2022, 6:39 am 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

Not sure why you want to use EUDs to be able to use variables that you can't use, when there's already variables you can use with classic triggers. Keep in mind that using EUDs comes with tradeoffs.

For one, high level calculations entered in EUD editor cause tons of triggers in the background. Just mentioning this for potential further uses in the future because you were worried about trigger count. In this case I think it doesn't apply, however, because it should just be a death counter manipulation. Maybe someone more versed in EUDs can confirm that.
In any case, with giving pylons, which we discussed earlier, this would be a consideration, because giving units is a costly action in terms of cpu power. Manipulating and checking DCs and score has almost no cost, so you'd need trigger counts in the high four-digits, to start noticing problems. 10 for a binary countoff is nothing.

And secondly, and that's a much more relevant tradeoff, is the fact that you are limiting yourself to the unit/map limits of classic Broodwar. In SC:R we can put twice as much stuff in a map as long as we don't use EUDs. The old limits are a problem for any map that has dozens of units fighting because of weapon sprite limit, which kicks in surprisingly fast.

I don't want to steer you away from EUDs in general. They can do amazing stuff, but the reason "then I can save a few triggers" doesn't justify it imo. Do it when you want to add functionality you otherwise couldn't.

That being said, my vote is on the method of tracking manpower left instead of total manpower. I haven't thought it through to the end, but at a glance it does seem like a much more elegant way of dealing with this problem.




Jan 29 2022, 9:44 am GGmano Post #22

Mr.Pete-Tong

Not sure what big Boy programming is or what cs50 is?

Even im New to eud i know that you also use dc in eud programming.. euds is for manipulation of All the data in sc gaming like the speed of a procejtile like detecting when players screen at this location where player left or right click All key inputs what happens when you click Marine in the barrack and many more things. Explained shortly its All the sc gaming data manipulation, wheres scmdraft data programming is very limited, scmdraft is where you make the map mechanics 1 unit Come here than create 1 unit here or make other actions with a variable system as what you need. scmdraft uses variables and as nude said it dosent cause lag to run dc countoffs in the background. So for youre job now you dont need eud at All. It should be pretty easy to do a variable system that you need and nude explained it somewhat easy on page1 where he made trigger exsamples for you. Remember the at most function in your conditions than it should be easy.

Later you can dive into the eud world it gives incredibly lots of manipulation options

And btw Nice idea to have youre progress shared on github, theres a forum post here where you can share your progress on scbw mapping too. It in the sc1 map production we share the map making progress

Post has been edited 4 time(s), last time on Jan 29 2022, 10:13 am by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Jan 29 2022, 7:20 pm Brusilov Post #23



Quote from NudeRaider
Not sure why you want to use EUDs to be able to use variables that you can't use, when there's already variables you can use with classic triggers. Keep in mind that using EUDs comes with tradeoffs.

For one, high level calculations entered in EUD editor cause tons of triggers in the background. Just mentioning this for potential further uses in the future because you were worried about trigger count. In this case I think it doesn't apply, however, because it should just be a death counter manipulation. Maybe someone more versed in EUDs can confirm that.
In any case, with giving pylons, which we discussed earlier, this would be a consideration, because giving units is a costly action in terms of cpu power. Manipulating and checking DCs and score has almost no cost, so you'd need trigger counts in the high four-digits, to start noticing problems. 10 for a binary countoff is nothing.

And secondly, and that's a much more relevant tradeoff, is the fact that you are limiting yourself to the unit/map limits of classic Broodwar. In SC:R we can put twice as much stuff in a map as long as we don't use EUDs. The old limits are a problem for any map that has dozens of units fighting because of weapon sprite limit, which kicks in surprisingly fast.

I don't want to steer you away from EUDs in general. They can do amazing stuff, but the reason "then I can save a few triggers" doesn't justify it imo. Do it when you want to add functionality you otherwise couldn't.

Well, honestly, there are a lot of reasons to use EUDs; I document some of my uses in the link I shared. Frankly, there are tradeoffs for not using them, too. My entire system at its core relies on performing arithmetic on unkillable units on the map to store and read information. Besides, EUD's permit you to do incredible mod-like things that push the absolute limits of what Starcraft is capable of, which is very exciting. And as for weapon sprites, there's an EUD plugin that unlocks the normal limit through some sort of voodoo magic.

Quote from NudeRaider
That being said, my vote is on the method of tracking manpower left instead of total manpower. I haven't thought it through to the end, but at a glance it does seem like a much more elegant way of dealing with this problem.

I'll have to pen and paper it to see if there's really some gain in efficiency to be made. I don't mind going hogwild on DatEdit changes via EUDs because as far as I understand, these triggers only fire once at game start.

Quote from GGmano
Not sure what big Boy programming is or what cs50 is?

I just mean that I'd like to learn real programming languages. It's a free online computer science course.

Post has been edited 1 time(s), last time on Jan 29 2022, 7:28 pm by Brusilov.



None.

Jan 30 2022, 8:23 am GGmano Post #24

Mr.Pete-Tong

Many applikation or game firms make their own engine which use a specific type of programming language excaktly like sc bw. If you wanna work with computer gaming programming id say blue prints on UE is what you can Call big Boy programming. But sc bw programming is not more easy than other languages.

Dont think if you learned c++ programin youre able to do all programming thats not the case, i took some beginner courses on c++ which wasnt hard probaly cause i had learned sc bw programmin before hand. C++ is the used language in most applications but theres many other language you can learn as a programmer. Useually programmers develop really good skills in small amount of languages which they work with. That said if you learn Any type of programming language the next Will be more easy to learn.

Post has been edited 1 time(s), last time on Jan 30 2022, 8:45 am by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Jan 30 2022, 7:02 pm NudeRaider Post #25

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 Brusilov
Well, honestly, there are a lot of reasons to use EUDs; I document some of my uses in the link I shared. Frankly, there are tradeoffs for not using them, too. My entire system at its core relies on performing arithmetic on unkillable units on the map to store and read information. Besides, EUD's permit you to do incredible mod-like things that push the absolute limits of what Starcraft is capable of, which is very exciting. And as for weapon sprites, there's an EUD plugin that unlocks the normal limit through some sort of voodoo magic.
I know. It was by no means an argument against EUDs as evident by the conclusion:
Quote
I don't want to steer you away from EUDs in general. They can do amazing stuff, but the reason "then I can save a few triggers" doesn't justify it imo. Do it when you want to add functionality you otherwise couldn't.
So if you're already using them, go right ahead. I was just saying if you're not, this problem is not a good reason to start using them so.




Feb 2 2022, 4:31 pm Brusilov Post #26



Ah, I just realized I have a serious doubt; does the highest score/lowest score condition fire similarly to the 'Command the least/most at' condition, in that it checks against all other players, or will it only compare scores between the Players for whom the trigger is running?

If it's the former, that might have significant implications for how I build the trigger (e.g. I might have to add Custom Score to *all other players* when Player 1 increases his permanent manpower cap, because Players 2 and 3 might their custom score set to 0, and would break the trigger because it considers their custom score to be lower than Player 1's).



None.

Feb 2 2022, 7:21 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

Didn't we clear this up here already? Yes, it checks against all players.

Are you mixing the methods now?
My triggers as presented will work just fine and take into account how "most score" works.
What Prankenstein suggested (remaining manpower) was a completely different system and doesn't use the "most score" check or any transferring to another player. It just checks if remaining manpower is at least 1.




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