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
My team only consists of 3 map editors, and none of them know -these- things. So if you dont mind ill ask, since i cant search.
First of all, the first map we are making is a defense. Is there a tutorial somewhere for a level system? i looked on the tutorial page the site has current and didnt find anything helpfull about that specificaly. I heard switches being suggested but im having trouble understanding that.
Most effective is using a death counter (DC).
Here are 2 Tutorials if my explanation below is not enough:
Short Explanation of UsageElaborate Explanation with Examples of their usesThat means you rename an unused unit (e.g. neutral - neutral - cantina) to LEVEL and then use it as a counter to determine in the conditions which level is active.
Understand that this renamed unit (aka DC) has nothing to do with a unit actually present or dying in the map. Its just a variable from which you can subtract, add to and set by triggers.
If 1st level starts set the LEVEL DC to 1 ("set deaths" of LEVEL for <comp player> to 1).
Then for creating the 1st level units:If <comp player> has suffered 1 deaths of LEVEL -> create 50 Level 1 units for <comp player>
After the level:If <comp player> has suffered 1 deaths of LEVEL
And brings at most 0 Level 1 units to anywhere -> Set deaths of LEVEL for <comp player> to 2
Create 2nd level units:If <comp player> has suffered 2 deaths of LEVEL -> create 50 Level 2 units for <comp player>
... repeat
Secondly, Hyper Triggers. I was instructed from a tutorial to just make 4 triggers filled with all wait 0 mil. seconds and a preserve trigger action. But as i look at some un protected maps i see the hyper triggers are actualy integrating within funtion specific triggers all together. How do i use these effectivley?
For a defense map you probably won't need them.
My suggestion since you seem not all too experienced: Forget about them for now.
They can cause a lot of trouble if you don't know exactly how to use them.
But anyways I'll give you some info on them:
This weird construct of many small waits is a method to force Starcraft to check the triggers every 83ms instead of the normal ~1,5s (both times real-time, speed 7. You should know 1 game second passes in about 0,7 seconds real-time on speed 7).
That means if a player moves on a beacon there's no (noticable) delay until the action occurs.
It also speeds up cash rewards for kills, etc....
But the problem is when you use hypertriggers and also other waits you can experience wait blocks (a trigger won't fire again) when you didn't set them up correctly. The easiest way to avoid that is to give them ONLY to ONE player which has NO trigger with ANY WAIT. This is a comp usually.
Here's an explanation how hypers work:
Hypers conceptAlso I understand, of course, we cant make custom units, and we have 2 pairs of the same unit (normal and hero), but something tells me there are more. Are there more same-image units that I can play with for level units, playing units, and just all around crap units?
Any help is greatly appriciated.
-[ICTX]TartarusMkII
Usually you only have 2 units with the same appearance.
Quite a few even only 1: All Broodwar units except dts and corsairs, Kerrigans, Workers, Civ, Infested Terran, Scourge, Interceptor, Observer, Shuttle, Dropship and Broodling
Only very few with more than 2: BCs (4), Ghosts (5), Scouts (3), hts (3), dts (3)
Careful with the BCs of Mengsk and DuGalle, the ht Aldaris, and the corsair of Raszagal as they cannot be created by triggers.