Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Map Editor, and other Questions
Map Editor, and other Questions
Mar 23 2008, 6:29 pm
By: Snowblind
Pages: 1 2 3 >
 

Mar 23 2008, 6:29 pm Snowblind Post #1



Ok. First, I need to know what map editor most people use. I have been looking for something that can make the units, "Dance" and something that can also make any unit invisible without an arbiter, so like, if I want the hydras to be invisible without using an arbiter. Second, I need to know how to make a spawning trigger. Its a 4 way map, and theres 3 paths per direction. I want each level to spawn every 1 seconds, one enemy on each path, so its like a stream of enemies each direction. Then the level stops, and waits about 3 minutes, and starts agian, with a different enemy stream. Also, I'm using SCM Draft 2, and it won't let me have any human or computer player over the number 12. I want to have the odd colored, like orangish, blackish, weird colored players for my map. It won't let me assign players to be on a team with those colors in SCM Draft, or if it does, I haven't found it yet. So far, the map is attached. I don't care what people do with it, when its done anyway, I'm going to mass produce it kinda. It has no triggers so far, so if anyone wants to help.

Attachments:
DFND Lurk Def.scx
Hits: 0 Size: 43.55kb



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Mar 23 2008, 6:57 pm NudeRaider Post #2

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

ScmDraft 2 is the best overall editor.

Don't know what you mean with dance, but maybe constantly ordering the unit into another direction using a mobile grid will do the trick.

You cannot use players 13+, but using ScmDraft 2 you can preplace a unit owned by those extended players. This may have weird results including color changes (most effects are unknown, so feel free to try), but from what you are explaining this is not what you want. If it is, just go to the properties tab of the unit and type the player number and close the window.

To change a player's color to non-standard go scenario --> map description and type in a number in the box where the color of the player stands. It will most likely not look like it is displayed in the editor. There used to be an outdated list around but it's gone... you'll have to try it out the hard way.

To cloak a unit follow this guide

A spawning trigger is simple if you just make it dependent on time.
Have them owned by a player that does not execute any other wait (e.g. Comp Player 1-8), or you will experience wait blocks.
Make a condition that checks for at least x game seconds and at most y game seconds for each level.
In the actions let 1 Hydralisk (or w/e) spawn then order it to its destination, wait(1000) and preserve.
You'll need as many triggers as levels there are.
If you want to "make it clean" replace the wait with a death counter. You can also replace the elapsed scenario time condition with a death counter.




Mar 23 2008, 7:29 pm Snowblind Post #3



Okay, A couple things. First, I don't understand the Cloaking thing at all, and second, What I mean by dance, is if anyone has every played Cloaked Tank D, then when you seige the tanks, it turns them invisible, and makes them move over and over, so it looks like its dancing. They still attack when this happens but stil. Another question, Can I make the units in the place where you would be to buy, could I make them player 12? And oneoneone more thing. How do I make it so when a player leaves, his/her units are randomly assigned to the other players.



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Mar 23 2008, 7:40 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Snowblind
Okay, A couple things. First, I don't understand the Cloaking thing at all, and second, What I mean by dance, is if anyone has every played Cloaked Tank D, then when you seige the tanks, it turns them invisible, and makes them move over and over, so it looks like its dancing. They still attack when this happens but stil. Another question, Can I make the units in the place where you would be to buy, could I make them player 12? And oneoneone more thing. How do I make it so when a player leaves, his/her units are randomly assigned to the other players.
Open up Cloaked Tank D and see how they did it. Generally disabled sprite units can dance. They also usually cloak if you do it right. Only some units will cloak, and even fewer will dance.
You can't make units for players 9+ in game, but you can pre place them.
When a player leaves all his units are given to player 12. That means all you have to do is create a trigger for all players that says "if player 12 brings at least 1 any unit to anywhere, then give 1 any unit to current player". This will give player 1 the top left unit, then player 2 the next unit, and so on and so forth. If the player isn't there, it won't work.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 23 2008, 7:42 pm Snowblind Post #5



Okay, but what I mean is, The "Mall". Should I use player 12 for the "mall" where you can buy things? You know, like put civs on the beacon and it buys the unit.



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Mar 23 2008, 8:30 pm Ryan Post #6



Yes, you can preplace units for Player 12 and pretend it's the mall. The triggers won't work any differently whether the units are placed for players 1-8 or players 9+.

Quote from Snowblind
What I mean by dance is, if anyone has ever played Cloaked Tank D, when you seige the tanks, it turns them invisible, and makes them move over and over, so it looks like its dancing.

I think it's the disable-enable-enable method, but I'm not completely sure. Open up Cloaked Tank D and check.

Quote from Snowblind
I don't understand the cloak thing at all.

In SCMDraft2 or StarForge (which is an alternate editor to SCMDraft2, but it's really buggy so I wouldn't use it), both editors have a trigger action named "Set Doodad State". You would use this "Set Doodad State" on any unit you wanted to, but beware, some units that are disabled may crash the game.

A disable-enable-enable trigger would look like this:

Trigger
Players

  • Player of your choosing
  • Conditions

  • Conditions of your choosing
  • Actions

  • Disable doodad state for Terran Marine
  • Enable doodad state for Terran Marine
  • Enable doodad state for Terran Marine


  • If I remember correctly, this trigger would make the Marine "dance", but it's been a while since I've tried it.



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    Mar 23 2008, 8:43 pm Roy Post #7

    An artist's depiction of an Extended Unit Death

    A disable-enable-enable trigger would REALLY look like this:

    Trigger
    Players

  • Player of your choosing
  • Conditions

  • Conditions of your choosing
  • Actions

  • Disable doodad state for 'UNIT'
  • Wait for 100 milliseconds
  • Enable doodad state for 'UNIT'
  • Wait for 100 milliseconds
  • Enable doodad state for 'UNIT'
  • Wait for 100 milliseconds
  • Order 'UNIT' to move to 'location'


  • You need the waits and to order the unit to move before it's safe to prevent from crashing. This method will cause siege tanks to "dance" as you call it. To make a marine or ghost "dance," all you need is to disable them. When you are doing this disable-enable-enable method, you cannot look at the unit until it has moved. The disable-enable-enable unit cloaks most units, and makes some one them able to walk around normally. Other units will crash no matter what you do, and the siege tank will do that little "dance" you want.




    Mar 23 2008, 8:49 pm Snowblind Post #8



    Interesting. So the basic Cloak state on Starforge isn't such a good idea to use? And the Dance thing, I get it now. Its been SOOO long since i've worked with any triggers. Another thing, To spawn the levels, what would I use there? So far, All I've been able to think of is just basically saying, "spawn a hydra here, here, and here, then repeat every 2 seconds." But how do I stop that timer, and how do I then make it wait before the next level? I'm using The Scm Draft 2 Classic Trigedit.



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    Mar 23 2008, 9:09 pm Roy Post #9

    An artist's depiction of an Extended Unit Death

    Hmm... I'm not quite following you on how you want them to spawn exactly... But in any case, I would use death counters.

    Trigger1:
    C:
    • Player 8 has suffered at least 1 deaths of khalis crystal. (Deaths)
    A:
    • Modify deaths for player 8: subtract 1 for khalis crystal. (Set Deaths)
    • Preserve Trigger

    Trigger2:
    C:
    • 'computer player' brings at most 0 'men' to 'anywhere' (Bring)
    • Player 8 has suffered exactly 0 deaths of khaydarin crystal. (Deaths)
    A:
    • Wait for 6000 milliseconds. (Wait)
    • Modify deaths for player 8: set to 1 for khaydarin crystal. (Set Deaths)
    • Modify deaths for player 8: set to 200 for khalis crystal. (Set Deaths)

    Trigger3:
    C:
    • Player 8 has suffered exactly 1 deaths of khaydarin crystal. (Deaths)
    • Player 8 has suffered at least 1 deaths of khalis crystal. (Deaths)
    A:
    • Create 1 hydralisk at 'location1' for 'computer player' (Create Units)
    • Create 1 hydralisk at 'location2' for 'computer player' (Create Units)
    • Create 1 hydralisk at 'location3' for 'computer player' (Create Units)
    • Create 1 hydralisk at 'location4' for 'computer player' (Create Units)
    • Wait for 2000 milliseconds. (Wait)
    • Preserve Trigger


    Explanation:
    The first trigger acts like a timer. It constantly subtracts 1 value.

    The second trigger does two things. First, it sets 1 death of a khaydarin crystal. This represents "Level 1," and causes the third trigger to execute. The second part is setting a lot of deaths for the khalis crystal, because it's the timer. The higher you set the khalis crystal to, the longer it will take before the spawning stops. Once the khalis crystals hit 0, the conditions to the third trigger will no longer be met and thus the third trigger will stop.

    The third trigger spawns a unit every 2 seconds. Pretty basic.


    I didn't see your 'randomly assign units' question answered, so here you go. (Note: if you follow this simple method, you CANNOT have any units owned by player 12 [Neutral] in your "mall" area or anywhere else on the map.)

    P:
    Force 1
    C:
    • Neutral brings at least 1 men to anywhere. (Bring)
    A:
    • Give 1 men owned by Neutral to Current Player (Give Units)
    • Preserve Trigger

    Note: This is assuming that your players are in force 1.

    Post has been edited 1 time(s), last time on Mar 23 2008, 9:14 pm by Roy.




    Mar 23 2008, 9:49 pm Snowblind Post #10



    Okay. Thats all helpful, Its been placed into my map, but one more thing. How do I do the mall thing? I'm sure you've all had some d map where you could buy units, and I've seen some where it creates the unit in some spot, and moves it to you. How does that work, and why would you do that?



    None.

    Mar 23 2008, 9:53 pm Roy Post #11

    An artist's depiction of an Extended Unit Death

    C:
    • Current player brings at least 1 'unit' to 'buyUnit1' (Bring)
    • Current player has accumulated at least 50 minerals/ore (Accumulate)
    A:
    • Subtract 50 ore from current player (Modify Resources)
    • Create 1 'boughtUnit' at 'location' for 'current player' (Create Units)
    • Move 1 'unit' at 'buyUnit1' to 'mallCenter'
    • Preserve Trigger

    This is to buy a unit for 50 minerals.




    Mar 23 2008, 10:00 pm Snowblind Post #12



    Okay, I've tried all of this, and something is still wrong. Whenever I try to test my map in single player, it just crashes on me. Whats wrong with it. I'll reupload if you want, so you can see, but I have lat problems, so I can't host it online.



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    Mar 23 2008, 10:12 pm FooFighters Post #13



    Ok, here is what i do to make Marines/Ghosts/Tanks "Πance," to make a defense map with cloaked tanks, u need to use {if Player # Brings at least 1 Seiged Tank to Location 2} set Location 2 on Seiged Tank, Remove Seiged Tank, Create 1 Edmund Tank at Location 1, disable the Edmund Tank at Location 1, then move it to Location 2

    {Conditions}

    -Always

    {Actions}

    -Πisable {Marine/Ghost/Seige Tank} at Location 0



    Using the disable-enable-enable method Creates a Rock Sprite, {Hold it, i'm not done} and CLOAK the thing instead of making it dance, like This File



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    Mar 23 2008, 10:13 pm Snowblind Post #14



    k. I got the dancing thing down now. But whats with it crashing? I'll put up the latest version, but I doubt you'll have an easy time with it... Its being annoying right now, and I just can't (And because I'm exhausted) figure it out.

    Attachments:
    DFND Lurk Def.scx
    Hits: 3 Size: 28.78kb



    None.

    Mar 23 2008, 10:21 pm FooFighters Post #15



    What editor u used?



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    Mar 23 2008, 10:28 pm FooFighters Post #16



    PROBLEM SOLVEΠ
    All u have to do is REMOVE the Sunken Tentacle Sprites



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    Mar 23 2008, 10:58 pm Snowblind Post #17



    lol. Ah well. Okay. Thanks.



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    Mar 23 2008, 11:00 pm who Post #18



    Most of the non-doodad sprites crash, so you have to be careful with them.



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    Mar 23 2008, 11:06 pm Ryan Post #19



    I was able to make the Marine and the Tank dance without using waits or the Order trigger. You just can't look at the unit while it's disable-enable-enabling or else the game will indeed crash.



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    Mar 23 2008, 11:16 pm Ryan Post #20



    Quote from Snowblind
    I've seen some where it creates the unit in some spot, and moves it to you. How does that work, and why would you do that?

    You have a blank area with a location over it. Units are created there, and then moved to a different location. This is to help prevent the "WARNING: Unit unplaceable!" error.



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