Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help a newcomer?
Help a newcomer?
Jul 19 2008, 1:55 am
By: Penguin-Man  

Jul 19 2008, 1:55 am Penguin-Man Post #1



Hi, I'm new to these forums. :D I'm trying to make a StarCraft map and I thought this place would be nice to get some help. Well I'm trying to make a voting system on my map but I don't know how to make it know how many players are actually present to vote. Is there some trigger or special tool that can do this? And I'm sorta new to map making.



None.

Jul 19 2008, 2:11 am 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

There's always the hard way:

--- 2 Players ---
All players brings exactly 2 voters to anywhere
All players brings at least 1 voters to 'vote yes'
All players brings at most 0 voters to 'still undecided'
> Do yes voting actions

All players brings exactly 2 voters to anywhere
All players brings at least 1 voters to 'vote no'
All players brings at most 0 voters to 'still undecided'
> Do no voting actions
(note that order decides here which action will be taken by default if there's tie)

--- 3 Players ---
All players brings exactly 3 voters to anywhere
All players brings at least 2 voters to 'vote yes'
> Do yes voting actions

All players brings exactly 3 voters to anywhere
All players brings at least 2 voters to 'vote no'
> Do no voting actions

--- 4 Players ---
... you get the idea

Btw. there's no tool that would help you with this. Sc mapping is rather limited and thus you usually have to set up an elaborate system to implement simple functions.


The "Solution" in this Box is WRONG. I just left it in there because it might help others to get the idea for a more elegant solution.
I'm tired right now (4:14 am) so i might grab my idea tomorrow and spit out something useful.
Collapse Box


Post has been edited 2 time(s), last time on Jul 19 2008, 2:21 am by NudeRaider. Reason: Removed some bad fx caused by tiredness -again




Jul 19 2008, 2:23 am Penguin-Man Post #3



Thanks a lot man. This should really help me. :D



None.

Jul 19 2008, 3:19 am Falkoner Post #4



Nude definitely has the right way, but you have to note that you have to duplicate it a few times if you want it to work when not all the players are in the map, so you have to duplicate it and change the amounts depending on how many players there are.



None.

Jul 19 2008, 4:18 am Penguin-Man Post #5



Thank you too, I was wondering what was happening when it didn't work.

Edit: And can anyone help me with my briefing, it says in milliseconds, which one second should be around 1000 (right?) So I want it to run about for a minute 600000 (right?), but when I go to test it out, it just rushes past it. What's going on? :><:



None.

Jul 19 2008, 4:54 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Penguin-Man
Thank you too, I was wondering what was happening when it didn't work.

Edit: And can anyone help me with my briefing, it says in milliseconds, which one second should be around 1000 (right?) So I want it to run about for a minute 600000 (right?), but when I go to test it out, it just rushes past it. What's going on? :><:
double check your numbers, and please, consider not even having a briefing. Everyone skips them anyway. Anything you need to tell the player can be done in the mission objectives.



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

Jul 19 2008, 5:23 am FoxWolf1 Post #7



I'll assume you want the voting system to be reusable, so that it can be used for vote-bans and the like, and furthermore that you don't want the system to just sit there if the person being voted against decides never to cast their vote. Off the top of my head, it seems that this would be a more elegant way to do it: lets say you want to use regular Zerglings as the vote unit. Whenever a player brings a Zergling to the voting beacon, remove their zergling and replace it with a hero zergling, and ALSO replace a normal zergling at the initial location for the zerglings with a hero ling (replace units by centering a location on them, removing them, and replacing them). When a player brings a hero ling to the beacon from off the beacon (make sure the trigger won't fire twice for the same player...set a death count for the player when they vote, and don't reset it unless they go to a special replace section, which replaces both their unit and one hero at the start location with a regular), replace two regular lings with hero lings at the start location. When there are no regular lings, you know the vote has passed.

Here's why it works: hero lings actually represent votes that have cancelled each other out. Every positive vote cancels out the negative vote of someone who didn't move to the +-vote beacon; if you move a hero ling to the vote beacon, you both cancel out a negative vote and you no longer cancel the positive vote that you originally cancelled out, so two negative lings have to be changed. When all negative votes have been cancelled out, you know there are as many positives as negatives, and your majority vote passes.



None.

Jul 19 2008, 5:34 am Penguin-Man Post #8



Quote from FoxWolf1
I'll assume you want the voting system to be reusable, so that it can be used for vote-bans and the like, and furthermore that you don't want the system to just sit there if the person being voted against decides never to cast their vote. Off the top of my head, it seems that this would be a more elegant way to do it: lets say you want to use regular Zerglings as the vote unit. Whenever a player brings a Zergling to the voting beacon, remove their zergling and replace it with a hero zergling, and ALSO replace a normal zergling at the initial location for the zerglings with a hero ling (replace units by centering a location on them, removing them, and replacing them). When a player brings a hero ling to the beacon from off the beacon (make sure the trigger won't fire twice for the same player...set a death count for the player when they vote, and don't reset it unless they go to a special replace section, which replaces both their unit and one hero at the start location with a regular), replace two regular lings with hero lings at the start location. When there are no regular lings, you know the vote has passed.

Here's why it works: hero lings actually represent votes that have cancelled each other out. Every positive vote cancels out the negative vote of someone who didn't move to the +-vote beacon; if you move a hero ling to the vote beacon, you both cancel out a negative vote and you no longer cancel the positive vote that you originally cancelled out, so two negative lings have to be changed. When all negative votes have been cancelled out, you know there are as many positives as negatives, and your majority vote passes.

Great idea :) , but I'm using my system to choose modes for the beginning. After that it will be converted to a shop.



None.

Jul 19 2008, 6:01 am Falkoner Post #9



Quote
Edit: And can anyone help me with my briefing, it says in milliseconds, which one second should be around 1000 (right?) So I want it to run about for a minute 600000 (right?), but when I go to test it out, it just rushes past it. What's going on? :><:

You have to add a wait, otherwise it ends, the rest of the mission briefings will automatically skip if there are no more waits. So just add a 60000*(not 600000 :P) wait at the end of it.



None.

Jul 19 2008, 8:35 am KyleIs1337 Post #10



Yeah even though you have on the TextMessage briefing trigger and and the end it makes you put a number like 60000 that is how long it shows in the briefing before it dissapears not before it ends the briefing. To make the briefing end after a certain amount of time just add another trigger in the briefings called Wait and put the time as 60000 to end the briefing after a minute.




Post has been edited 1 time(s), last time on Aug 10 2008, 7:26 pm by KyleIs1337.



None.

Jul 19 2008, 10:33 am NudeRaider Post #11

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 Falkoner
Nude definitely has the right way, but you have to note that you have to duplicate it a few times if you want it to work when not all the players are in the map, so you have to duplicate it and change the amounts depending on how many players there are.
What are you talking about? As my example shows you have to make 2 triggers per possible numbers of players. No further copies needed.
I forgot 1 player and didn't care for leavers. This is easy to fix: Replace all instances of All Players with the human force.
If you got multiple forces you must add a trigger on top of the voting triggers that removes all voters of P12 (Neutral) and it works.




Jul 19 2008, 4:58 pm Penguin-Man Post #12



I did what Falkoner said, so I have like seven triggers that are like

All players brings exactly 2 voters to anywhere
All players brings at least 1 voters to 'vote yes'
All players brings at most 0 voters to 'still undecided'
> Do yes voting actions

All players brings exactly 3 voters to anywhere
All players brings at least 2 voters to 'vote yes'
All players brings at most 0 voters to 'still undecided'
> Do yes voting actions

All players brings exactly 4 voters to anywhere
All players brings at least 3 voters to 'vote yes'
All players brings at most 0 voters to 'still undecided'
> Do yes voting actions

All players brings exactly 5 voters to anywhere
All players brings at least 4 voters to 'vote yes'
All players brings at most 0 voters to 'still undecided'
> Do yes voting actions


All till 8. Will it still work?



None.

Jul 19 2008, 5:19 pm NudeRaider Post #13

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 Penguin-Man
I did what Falkoner said, so I have like seven triggers that are like
[...]
All till 8. Will it still work?
it was me who suggested that -.-.

Nvm, yes, it will work.
But make sure this is what you want (you didn't tell us what kind of vote you want to do)
The vote yes actions will ONLY fire if ALL players have chosen yes or no (All players brings at most 0 voters to 'still undecided')
AND only max. 1 no vote was cast (2 total, 1 yes; 3 total, 2 yes; 4 total, 3 yes; 5 total, 4 yes)

That 1 no voter could just stay at 'still undecided' to boycott voting. Probably you don't want that. Remove the 'still undecided' condition. Is was a bad suggestion of mine (except you want a vote-ban).
Also in case of 5 total (2 no, 3 yes) the vote actions would also not fire.




Jul 19 2008, 6:21 pm FoxWolf1 Post #14



Quote from NudeRaider
Quote from Penguin-Man
I did what Falkoner said, so I have like seven triggers that are like
[...]
All till 8. Will it still work?
it was me who suggested that -.-.

Nvm, yes, it will work.
But make sure this is what you want (you didn't tell us what kind of vote you want to do)
The vote yes actions will ONLY fire if ALL players have chosen yes or no (All players brings at most 0 voters to 'still undecided')
AND only max. 1 no vote was cast (2 total, 1 yes; 3 total, 2 yes; 4 total, 3 yes; 5 total, 4 yes)

That 1 no voter could just stay at 'still undecided' to boycott voting. Probably you don't want that. Remove the 'still undecided' condition. Is was a bad suggestion of mine (except you want a vote-ban).
Also in case of 5 total (2 no, 3 yes) the vote actions would also not fire.

Also, keep in mind that there's always one person in every battle.net game who wants to be difficult, can't read, doesn't speak English, or is just plain stupid, and who will therefore fail to vote.



None.

Jul 19 2008, 7:06 pm Penguin-Man Post #15



Well if you need to know the voting trigger is

All players brings exactly 3 Voter/Buyer to anywhere
All players brings at least 2 voters to 'Option1'
All players brings at most 0 voters to 'buyzone'
> Do Option1 voting actions

And it's no banning system it's to vote for a game mode.

EDIT: I also made a tie trigger,

All players brings at least 4 voters to 'Option1'
All players brings at least 4 voters to 'Option2'
> Do tie voting actions

Will that work? And this is for eight players, I made four for Six players, Four players, and Two players.

Post has been edited 2 time(s), last time on Jul 19 2008, 7:13 pm by Penguin-Man.



None.

Jul 19 2008, 8:28 pm NudeRaider Post #16

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 Penguin-Man
EDIT: I also made a tie trigger,

All players brings at least 4 voters to 'Option1'
All players brings at least 4 voters to 'Option2'
> Do tie voting actions

Will that work? And this is for eight players, I made four for Six players, Four players, and Two players.
take exactly instead of at least




Jul 20 2008, 3:54 am Falkoner Post #17



Quote
Also, keep in mind that there's always one person in every battle.net game who wants to be difficult, can't read, doesn't speak English, or is just plain stupid, and who will therefore fail to vote.

Yeah, you might want to add a trigger that automatically forces a vote, or just moves on after a certain period of time.



None.

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