Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Sudo-pausing a defense map.
Sudo-pausing a defense map.
Jul 31 2010, 9:29 pm
By: l3lack-l3ahamut  

Jul 31 2010, 9:29 pm l3lack-l3ahamut Post #1



My idea for a defense map I'm making is to have it "pause" when a player leaves and ask the remaining players if they would like to restart and choose a new game type or continue the current game type without the missing player. I need a way to make all the enemy wave units stop in place. My problem is that every wave is flying so I can't use the move to unreachable terrain trick... I've already planned the rest of what needs to happen such as the players auto allying the computers so they don't get free kills while the game is "paused".

The game itself can't be paused because I need the players to be able to control their units in order to select how to proceed with the game. Any help would be greatly appreciated.



None.

Jul 31 2010, 9:42 pm DeathKiller2 Post #2



i did a bit of testing, and i found out that GiveUnit works, just give the air units to another computer and they will stop moving, then give them back to the original computer when you want them to be moved again

hope this helps



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Jul 31 2010, 10:18 pm rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

First, do you mean "pseudo-pause"? Sudo pause is asking to login as super then pause the linux system.

Move all the units to an unreachable location (ie, a location which is completely off the map). That works with every unit, including air units.



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

Aug 1 2010, 12:27 am l3lack-l3ahamut Post #4



Quote from Tempz
Another easy way is via switches or death counter switches

I'm not sure I understand in which aspect would I use switches or death counters to stop moving units. Or were you referring to Death's post?

Quote from rockz
Move all the units to an unreachable location (ie, a location which is completely off the map). That works with every unit, including air units.

I thought this was possible, though I couldn't quite figure it out. I tried to create a location and alter its coordinates, however when I tested it the unit moved towards the area where I created the location initially.

I am using the latest version of SCMDraft.

Post has been edited 1 time(s), last time on Aug 1 2010, 12:53 am by l3lack-l3ahamut.



None.

Aug 1 2010, 5:32 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

you did it wrong. Is it a 256x256 size map? I think locations are 8 bytes, so you can't go higher than 65535.

@Tempz
The problem here is not players leaving, and has nothing to do with setting a switch or DC. It's about how to stop air units from moving. While I'm sure a dc or switch will be used, it's irrelevant, because everyone here knows how to use them.

Attachments:
stopair.scx
Hits: 3 Size: 47.73kb

Post has been edited 2 time(s), last time on Aug 1 2010, 5:50 am by rockz.



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Aug 1 2010, 10:04 am NudeRaider Post #6

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

If the problem is moving a location to outside the map then preplace like 16 BCs at a location in a remote area where these BCs are not disrupting gameplay and then move all units to this location. The effect is that air units have no room to be moved (just like unwalkable terrain for ground units) and will stop to move.




Aug 1 2010, 2:51 pm l3lack-l3ahamut Post #7



Quote from rockz
you did it wrong. Is it a 256x256 size map? I think locations are 8 bytes, so you can't go higher than 65535.

The map is only 128x128, which ends at 4096x4096, however attempting to change the coordinates to 5k+ wouldn't work and SCMDraft set the values back at 4096. I'll take a look at your map and see if I missed something.

Quote from NudeRaider
If the problem is moving a location to outside the map then preplace like 16 BCs at a location in a remote area where these BCs are not disrupting gameplay and then move all units to this location. The effect is that air units have no room to be moved (just like unwalkable terrain for ground units) and will stop to move.

Yes I just need to decide whether or not the players will be able to see the entire map...



None.

Aug 1 2010, 4:38 pm NudeRaider Post #8

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

If visibility is an issue then you can create the ~16BCs, move the units, and remove the BCs in the same trigger. You need to figure out how many BCs you need without getting an error though and without having gaps. Flying CCs could work even better.




Aug 1 2010, 5:05 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from l3lack-l3ahamut
Quote from rockz
you did it wrong. Is it a 256x256 size map? I think locations are 8 bytes, so you can't go higher than 65535.

The map is only 128x128, which ends at 4096x4096, however attempting to change the coordinates to 5k+ wouldn't work and SCMDraft set the values back at 4096. I'll take a look at your map and see if I missed something.

Quote from NudeRaider
If the problem is moving a location to outside the map then preplace like 16 BCs at a location in a remote area where these BCs are not disrupting gameplay and then move all units to this location. The effect is that air units have no room to be moved (just like unwalkable terrain for ground units) and will stop to move.

Yes I just need to decide whether or not the players will be able to see the entire map...
4 CCs in a corner works too. You can cloak them if you need to (and I can show you how to cloak them without ever needing to give vision too if need be).

SCMDraft plainly sucks at doing a lot of semi-advanced things. Starforge should allow you to make the location properly, however if you manually edit the location in SCMDraft, the first time you open the properties, only the top left sides will be reset to 4096. The map I provided has the location at 4096 and 44444, meaning the center is well off screen. If you try to edit it again, it will revert to 4096 and 4096. If you don't mess with it, it will work fine. Even though it's well above normal means, you can also just hex edit the location.



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

Aug 2 2010, 12:45 am l3lack-l3ahamut Post #10



Quote from rockz
4 CCs in a corner works too. You can cloak them if you need to (and I can show you how to cloak them without ever needing to give vision too if need be).

I would be very interested in learning how to cloak the command centers.



None.

Aug 2 2010, 2:00 am Tempz Post #11



disable doodad via trigger but some clocked units tend to have undesired effects
http://www.staredit.net/starcraft/Set_Doodad_State



None.

Aug 2 2010, 2:03 am NudeRaider Post #12

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

Cloaking them is easy, just disable doodad state, but you need precise timing to get them invisible without giving vision to them.
You might have seen beacons or tanks that have been disabled and you can't click them anymore despite you can clearly see them.
Then when you detect them you can click them. An then, when you remove detection they become really invisible. This is the same for CCs. It's a side effect of the disable doodad state.

The trick is you need to give detection of them for the players before vision updates. Then they'll turn invisible before you see them. This works because vision and detection get updated at different intervals. You can play around with the timing or wait until rockz posts the exact values. ;)




Aug 2 2010, 2:06 am rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/starcraft/Cloaking
First, you have to know how to cloak buildings. If you disable 1 cc owned by player x, give 1 cc to player y, then repeat for as many CCs as you have, you'll be left with an unclickable command center. If it's lifted, it won't show up in fog of war.

To get it to be truly cloaked, the player has to detect it first. So you can either create a detector nearby, or you can turn on shared vision, or you can give the units to the player, then remove that vision/detector. When truly cloaked, there will be cloaking distortions and the CC shadow will still be there.
Here's some cloaked barracks from marsh


http://www.staredit.net/starcraft/Vision_mechanics
Vision mechanics allow you to reveal a disabled building to the detectors, but not to the actual player. Simply have a death counter on hypers count up to/down from 50 at the start of the map (or just have it always counting to 50). After the first hyper trigger run, turn on vision so that the players will eventually see the cloaked buildings. Once you get to the 49th hyper trigger, turn off vision.

What should happen is that on trigger run 15, the detection part of vision starts detecting units one per frame, then again at 30, then again at 45. That means you can detect (theoretically) (49-15)*2 = 68 buildings, but I think I'm incorrect on these actual numbers. On hyper trigger 50, real vision is updated, so if you don't share vision then, you won't get vision. Now you have instantly detected buildings without revealing any fog of war. It's really only useful if you don't really want to reveal an area, but you need buildings cloaked.



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

Aug 2 2010, 9:24 am Lanthanide Post #14



Making locations off the map is perfectly possible in ScmDraft, I've done it. Just set the values to things off the map and close the dialog. If you try and alter them or move it then scmdraft may reset the values, so don't do that.

Quote
I tried to create a location and alter its coordinates, however when I tested it the unit moved towards the area where I created the location initially.
Yes, because you're doing it wrong. The action is "move unit" NOT "order unit to move". To be clearer, the action that 'teleports' units instantly, not the one that orders them to move somewhere, is what you need to use.


Post has been edited 5 time(s), last time on Dec 16 2011, 9:42 am by Lanthanide.



None.

Aug 2 2010, 7:05 pm stickynote Post #15



Another way to create a location off the map is to adjust the map size to something greater than what it currently is, create the location in the bottom right hand corner, then readjust the map dimensions to what they used to be.



None.

Aug 2 2010, 11:48 pm O)FaRTy1billion[MM] Post #16

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I'm pretty sure command center crashes when disabled.



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Aug 3 2010, 1:16 am rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

Oops. Factory then.



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

Aug 3 2010, 1:56 am Ahli Post #18

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from rockz
Oops. Factory then.
I'm quite sure Barracks works, too.




Aug 3 2010, 2:37 am rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

Barracks are smaller. Engineering bay works too.



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