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, 11:20 pm Snowblind Post #21



Okay, now I have two things. First, Thanks everyone for helping, and Now I understand why the unit is teleported, and second, I tried to test the map, just to see if it works, and it starts up, then just goes to a fog of war like thing, and all the units go to player 12, and I have to quit, and it says its a draw. What did I do wrong? The latest version of the map, -the sunken spines is a couple posts up.



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Mar 24 2008, 12:00 am Falkoner Post #22



Probably because you didn't delete the Melee triggers that some editors start you with.



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Mar 24 2008, 12:07 am Snowblind Post #23



What Melee triggers? There aren't any triggers right now, besides the ones I personally put in.



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Mar 24 2008, 12:10 am Falkoner Post #24



Are you playing it in UMS?



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Mar 24 2008, 12:16 am Snowblind Post #25



Yes, and now the ghosts are crashing the map WHENEVER you look at them. Even if the game is done with the disable disable enable trigs.



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Mar 24 2008, 12:21 am Falkoner Post #26



Are you ordering them to move? And having waits in between the changing of states?



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Mar 24 2008, 12:23 am Snowblind Post #27



yes. Even when It didnt' crash, which was before the wait and move commands, only one worked... I tried to make another, blank map, and just made a random comp player with a pylon, and me with 4 ghosts, and applied the disable enable enable, without waits, only one of them worked, and it was a big location ...



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Mar 24 2008, 12:25 am Falkoner Post #28



You need to do it to each ghost individually, and you need to have waits.



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Mar 24 2008, 12:31 am Snowblind Post #29



Yeah. Just did that with my random map. But the problem still stands that I can't do anything, because the game decides to call it a draw every time.



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Mar 24 2008, 12:35 am Falkoner Post #30



The game won't call it a draw unless you have some trigger making it a draw, or if you aren't playing in UMS.



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Mar 24 2008, 1:33 am Snowblind Post #31



Okay. I figured out that it was something wrong with my Defeat and Victory triggs. But now I need some help with the spawning. Roy's idea with the death count seemed very confusing, and kind of pointless at some points. If anyone has a better idea for timed spawning, over 12 paths...



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Mar 24 2008, 1:35 am FooFighters Post #32



Well, you are still talking about that idiotic thing i noticed in the game?
Well, in Triggers, in Conditions, Change the thing to Player 6, not Unknown(13)

Edit:
As for the wait triggers, 12 deaths = 1 second {With Hyper Triggers}
like:

Suffered 0 deaths Zergling [for player unused, Nuetral or something], Brings at least 1 dt to Loc 1
set to 12 deaths Zergling [above]
Create 1 LeveL 1 at Spawn 1,2,3, and 4

Always, subtract 1 death of Zergling [like above] {THIS GOES BELOW}

like that

Hypers need to be activated for this thing too! {the Wait 0 millesecond thing} and when dt is added, that means new level {or a pause, [Recommended for Countdown triggers/death counts two]

Post has been edited 1 time(s), last time on Mar 24 2008, 1:42 am by FooFighters.



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Mar 24 2008, 1:42 am Snowblind Post #33



Kinda yeah, kinda no. I'm talking about how the game would always draw on me. It was something in my Victory and Defeat triggs.



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Mar 24 2008, 1:47 am FooFighters Post #34



Quote from FooFighters
Well, you are still talking about that idiotic thing i noticed in the game? Well, in Triggers, in Conditions, Change the thing to Player 6, not Unknown(13)

LOOK AT THE WHOLE THING, i told you about the reason it draws on you



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Mar 24 2008, 2:07 am Snowblind Post #35



oh. lol. I'm stupid. :D



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Mar 24 2008, 2:21 am Snowblind Post #36



Okayokayokay. I just thought of an example for my movement thing. Random Beacon Defence, the way that works. I want to have that kind of thing happen, but with ground units, and with 3 different paths. Random Beacon Defence is locked for me, and Its the perfect example of what to do for my spawning part.



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Mar 24 2008, 4:25 pm FooFighters Post #37



Locked?, maybe try OSMAP
Here



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Mar 25 2008, 12:06 am Snowblind Post #38



Okay, first, I don't really under stand Foo's explanation of how it works... And second, The OSMAP didn't work. It came up with some error.



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Mar 25 2008, 2:49 am Falkoner Post #39



You need visual basic runtime tools, it's on the website he posted.



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Mar 26 2008, 1:02 am Snowblind Post #40



Okay, got everything figured out, but the triggers on Random Beacon D are so annoying to figure out. I didn't think it only spawned like 10 of them.. But according to this, What happens is, It spawns one unit, waits 1500 ms, then spawns an enemy, then waits 1 ms, then spawns that unit, then waits another 1500 ms, and spawns an enemy. Only repeats that like 10 times, and there isn't a preserve trigger. He does however, use a hyper trigger, which I still don't get why that works, but he uses it, and I see no reason.



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[04:05 am]
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[04:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[04:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[04:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[03:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[03:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[03:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
[09:18 pm]
Ultraviolet -- 🔪🐈
[12:34 pm]
NudeRaider -- curiosity kills the cat!
[06:18 am]
Sylph-Of-Space -- No complaints here, i'm just curious!
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