Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Comboing?
[SOLVED] Comboing?
Jul 16 2011, 7:28 pm
By: QPreach  

Jul 16 2011, 7:28 pm QPreach Post #1



So I'm making a FFA map similar to WAF or TiA.

I wonder how did they make combos,
Ex. building two marines = strong skill.
building three marines = stronger skill
bulding a marine and a firebat = different skill

I was just wondering how do you do that?



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Jul 16 2011, 7:33 pm Alerek Post #2



Quote from QPreach
So I'm making a FFA map similar to WAF or TiA.

I wonder how did they make combos,
Ex. building two marines = strong skill.
building three marines = stronger skill
bulding a marine and a firebat = different skill

I was just wondering how do you do that?
Well I don't really know how your system is, but this is the idea I have for this situation.
Once the player builds 1 unit, you start a DC timer, for like 2 seconds, or however you want the timer to be.
And once the DC timer runs out, you count the units they have, and then do w/e you want with the units they made.



None.

Jul 16 2011, 7:41 pm QPreach Post #3



Oh I see your point, but if you can, can you gimme some examples like actually show me some trigger for that?



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Jul 16 2011, 7:50 pm Roy Post #4

An artist's depiction of an Extended Unit Death

Alerek's system is actually what is used in the gaming industry.

Basically, you start with a combo of 0. When a player gives input combinations within a specified amount of time between each input, it will do the specified combo move.

In SC, you'll need a system to keep track of a combo as it grows. This can be through switches or a death counter system. It would look roughly like this:

Player creates marine with combo_stage 0 (combo_stage would be a death counter)
-> Set combo_stage to 1 (represents combo stage 1)
-> Set short timer (death counter would work well here, as Alerek suggested)

Player creates marine with combo_stage 1
-> Set combo_stage to 2
-> Set short timer

Player creates marine with combo_stage 2
-> Set combo_stage to 2
-> Set short timer

Timer expires on combo_stage 1
-> Do normal attack
-> Set combo_stage to 0

Timer expires on combo_stage 2
-> Do strong kill
-> Set combo_stage to 0

Timer expires on combo_stage 3
-> Do stronger kill
-> Set combo_stage to 0


Now, for the firebat skill, you would need a different death value to represent that. When a player creates a marine, the combo score is set to 1. Now if they create a firebat, you need to specify a special value for the new skill.

Player creates firebat with combo_stage 1
-> Set combo_stage to 10
-> Set short timer

Timer expires on combo_stage 10
-> Do different skill
-> Set combo_stage to 0


I hope that makes sense. This is pseudocode, but you should be able to see how to construct triggers from it. If you need more specific help, tell me what you don't understand from the above.




Jul 16 2011, 7:56 pm Alerek Post #5



Thanks for explaining it in more detail Roy, I was going to if no one else did xD. But if you have anymore problems or Questions about this don't forget to ask :P.

Post has been edited 1 time(s), last time on Jul 16 2011, 8:01 pm by Alerek.



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Jul 16 2011, 11:58 pm QPreach Post #6



Uh, I'm still confused, is it possible of you can make a map for me and I can see it as an example Roy? Oh btw, I found my second CD-Key so I can go on East now.



None.

Jul 17 2011, 1:49 am Roy Post #7

An artist's depiction of an Extended Unit Death

That will be $25. :awesome:

For the attached map, I also added a switch to each combo input trigger so only one input can fire per trigger cycle. This switch is called Combo_Performed. I reset the switch and remove any Marines and Firebats after all of the possible combo inputs. This trigger order is important because my design relies on the trigger cycle. In other words, if the "Remove Marines/Firebats" trigger was above the "Combo Stage X" triggers, the system won't function properly.

If you're interested in the combination order (i.e. Marine/Marine/Firebat is NOT the same as Marine/Firebat/Marine), this system will work. You'll want to stay as organized as possible, especially if you have many combinations. To calculate the total number of possible combinations, use sigma[1,x,y^k] in this calculator, replacing x with the length of the max possible combination and y with the number of different units.

If you're not interested in the combination order (i.e. Marine/Marine/Firebat is the same as Marine/Firebat/Marine or Firebat/Marine/Marine), this system will still work, but there's also a more efficient method for determining combinations. Let me know if this is the case.

This was a very brief and technical description, so let me know if I need to clarify on anything.

Attachments:
Combo_Example.scm
Hits: 2 Size: 48.95kb




Jul 17 2011, 2:10 am QPreach Post #8



Thank you so much!

And put it in my tabs :D



None.

Jul 17 2011, 3:31 am Jesusfreak Post #9



If you wanted to track what a player built and not have to wait for all the units to come out of the producing structure, you could track resources spent. For example, have a player's gas set to 5000 by default, and have marines cost 1, firebats cost 10, ghosts cost 100, and medics cost 1000, so that if a player buys a string of units and winds up with 3889 gas, you know he built 1 medic, 1 firebat, 1 ghost, and 1 marine. (Of course, you would have to have a system in place that would reset the gas count afterwards.)
(Depending on how many possible combos there are, this may be impractical. If you intend to have every possible combination of 5 units be a combo, for example, that would be 625 triggers... I think)



None.

Jul 17 2011, 4:46 am Roy Post #10

An artist's depiction of an Extended Unit Death

Quote from Jesusfreak
If you wanted to track what a player built and not have to wait for all the units to come out of the producing structure, you could track resources spent. For example, have a player's gas set to 5000 by default, and have marines cost 1, firebats cost 10, ghosts cost 100, and medics cost 1000, so that if a player buys a string of units and winds up with 3889 gas, you know he built 1 medic, 1 firebat, 1 ghost, and 1 marine. (Of course, you would have to have a system in place that would reset the gas count afterwards.)
(Depending on how many possible combos there are, this may be impractical. If you intend to have every possible combination of 5 units be a combo, for example, that would be 625 triggers... I think)
This is the more efficient method I was talking about (which can also be done with death counts if the resources were already being used for something else). If you notice, it's not possible to determine what order these units were chosen in, just the total number of times each type of unit was chosen when the combo is done.




Jul 26 2011, 4:22 pm ubermctastic Post #11



I used a system similar to this to make a menu for an rpg. It works if you want to make the combos differ with the order the units are built.
Depending on the maximum number of combo inputs you want you can have each digit in the death counts represent a different unit being built.

for example.
----------------------------
counter is exactly 0
player makes marine
-
add 1 to counter
----------------------------
counter is exactly 0
player makes firebat
-
add 2 to counter
----------------------------
counter is at least 1
counter is at most 10
player makes marine
-
add 10 to counter
----------------------------
counter is at least 1
counter is at most 10
player makes firebat
-
add 20 to counter
----------------------------
This will produce the following values in the death count
marine = 1 -> attack 1
firebat = 2 -> attack 2
marine marine = 11 -> combo 1
marine firebat = 21 -> combo 2
firebat marine = 12 -> combo 3
firebat firebat = 22 -> combo 4

So using all 5 units in the barracks with combos measuring 3 digits long you get 5 + 25 + 625 = 655 combos.
I would recomend using only 3 units with 3 digits so you end up with 3 + 9 + 27 = 39 combos.



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