Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Metal Gear Solid/Rush Bound
Metal Gear Solid/Rush Bound
Dec 14 2007, 7:02 am
By: Dark_Emperor  

Dec 14 2007, 7:02 am Dark_Emperor Post #1



I'm trying to see if a spotted trigger can be implemented, I don't think it's possible for right when a guard sees you for more to come running/appear, so I thought every time you kill a guard, it would generate 3 more around the current player. Each player would have their own location centered on him/her. I also wanted to see if it would be possible to have guards patrol a certain area, and if they are killed they re-spawn after x amount of seconds, would that be possible, and if so how could it be implemented.
I had another map, it would be a type of map were you get rushed by a bunch of units, and if you survive then the whole map is replaced by a bound, and as you progress it gets harder, any thoughts if it would be good or not?



None.

Dec 14 2007, 11:29 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

Thats a lot of questions, however everything you want is possible. I'll give you a short answer for each. Maybe not the most efficient ways, but the first possibility that comes into my mind. When that is not enough, ask for details.

Quote from Dark_Emperor
Each player would have their own location centered on him/her.
1. Always -> (Move Location Action) Center 'P1' on [men] owned by P1
2. Always -> (Move Location Action) Center 'P2' on [men] owned by P2
3. ... for every player


Quote from Dark_Emperor
I'm trying to see if a spotted trigger can be implemented, I don't think it's possible for right when a guard sees you for more to come running/appear,
Location 'Reinforcements' is a large location that equals the range of the spotting guard's shout.

1. Enemy brings at least 1 [men] to 'P1'
-> Center 'Reinforcements' on [men] at 'P1' and
-> Order all [men] owned by Enemy at 'Reinforcements' patrol to 'P1'

This trigger for every human player.


Quote from Dark_Emperor
so I thought every time you kill a guard, it would generate 3 more around the current player.
P1 has at at least <Kills Score for Guard> -> Subtract <Kills Score for Guard> for Current player and
-> Create 3 guards for Enemy at 'P1'


Quote from Dark_Emperor
I also wanted to see if it would be possible to have guards patrol a certain area,
Always -> Order all guards owned by Enemy at 'Patrol Loc1' to 'Patrol Loc2'
-> Order all guards owned by Enemy at 'Patrol Loc2' to 'Patrol Loc3'
-> Order all guards owned by Enemy at 'Patrol Loc3' to 'Patrol Loc1'

You can add more waypoints and even randomness on where to patrol next.
But for randomness it would be better to execute ai script junkyard dog.

Quote from Dark_Emperor
and if they are killed they re-spawn after x amount of seconds,
Rename an unused unit to 'Respawn DC' (=death counter)

1. Enemy brings at most 0 [men] to 'Patrol Area1' -> Set 'Respawn DC' for Enemy to y (y = 1/2x without hypertriggers)
2. Enemy has suffered at least 1 death of 'Respawn DC' -> Subtract 1 of 'Respawn DC' for Current Player
3. Enemy brings at most 0 [men] to 'Patrol Area1' and
. . Enemy has suffered at most 0 deaths of 'Respawn DC' -> Create 1 guard at 'Patrol Loc1' for Enemy




Dec 14 2007, 4:30 pm Dark_Emperor Post #3



Awesome, thanks so much!! I also had a certain location follow player one's unit, each player would only control 1 men at any given time but when you run out of ammo, which is represented as gas, the unit is supposed to be removed and replaced with a zealot. but the zealot spawns in the middle of the map. I had the same problem with like mines appearing in the middle of the map after they were supposed to spawn at the players location. Also, are the Khalis Crystal and the Khaydarin Crystals considered units? They're power ups right? in the map they represent keycards, or are supposed to. Thanks so much again!



None.

Dec 14 2007, 4:52 pm NudeRaider Post #4

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 Dark_Emperor
Awesome, thanks so much!! I also had a certain location follow player one's unit, each player would only control 1 men at any given time but when you run out of ammo, which is represented as gas, the unit is supposed to be removed and replaced with a zealot. but the zealot spawns in the middle of the map. I had the same problem with like mines appearing in the middle of the map after they were supposed to spawn at the players location.
You probably made the remove marine and create zealot (mines) actions in 2 different triggers. Or you have another trigger centerering the location following the unit on something else. Or the center location trigger does not work at all.

The center location trigger should look like this:

Condition:
Always
Actions:
Center Location labelled 'P1' on [men] owned by P1 at anywhere
Center Location labelled 'P2' on [men] owned by P2 at anywhere
... for all players
preserve

Then you can do this: (1 trigger per player)

Conditions:
Current Player has gathered at most 0 gas
Current Player brings at most 0 zealot to anywhere
Actions:
Remove all [men] of Current Player at 'P1'
Create 1 Zealot for Current Player at 'P1'
preserve


Quote from Dark_Emperor
Also, are the Khalis Crystal and the Khaydarin Crystals considered units? They're power ups right? in the map they represent keycards, or are supposed to. Thanks so much again!
Everything that is not sprite, doodad, location or terrain is a unit. [Any unit] in terms of SC mapping.
Usually ppl are using "units" when they speak of entities that are mobile and have a weapon or spell (e.g. no [buildings] or powerups) and often can be produced in [factories] (not heroes obviously). In SC map editors those are called [men]

That means powerups are [any unit] but not [men].




Dec 15 2007, 7:06 am Dark_Emperor Post #5



Conditions:
Current Player has gathered at most 0 gas
Current Player brings at most 0 zealot to anywhere
Actions:
Remove all [men] of Current Player at 'P1'
Create 1 Zealot for Current Player at 'P1'
preserve

Yeah, but after the player has 0 men, wouldn't the P1 location center in the middle of the map, and the zealot would spawn in the center. ( I think I did something like that but, I'd have to check it.)



None.

Dec 15 2007, 9:56 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

Quote from Dark_Emperor
Conditions:
Current Player has gathered at most 0 gas
Current Player brings at most 0 zealot to anywhere
Actions:
Remove all [men] of Current Player at 'P1'
Create 1 Zealot for Current Player at 'P1'
preserve

Yeah, but after the player has 0 men, wouldn't the P1 location center in the middle of the map, and the zealot would spawn in the center. ( I think I did something like that but, I'd have to check it.)
That happens when your marine is killed by guards. If you need the place of its death make a condition to the center location trigger: Current Player brings at least 1 men to anywhere.

The above trigger removes the marine but creates a zealot instead. This is so fast that there is practically no time where there is no unit for P1. Remember: While one trigger is running no other trigger is executed. You can only "pause" a trigger by using waits.




Dec 17 2007, 4:51 am Dark_Emperor Post #7



I was trying to work on a password save feature. For example you could save the game (online) and have 3 different weapons (socom/famas/psg-1) and 15 ammo, you save the game and it gives you a password that you can enter the next time you load the game, and you start where you left off. Is this possible, I don't think it's possible to save anywhere on the map, but it would be at certain locations, and if you died you could load a save (would give the player the option or to just leave/quit). Also, do you think their could be a way to give the person a rank at the end of the game on how well the person did. I think it would be how many kills the person got, ( I didn't know if I could have the spotted implemented this way for rank, I highly doubt it though) but would it just be kills or is their something else I could use? Would any of this be possible? Thanks in advance!



None.

Dec 17 2007, 5:47 am 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

Lets do it for 3 weapons and 3 locations: W1, W2, W3, L1, L2, L3

When the player brings a unit to L1 set ore to 100
When the player brings a unit to L2 set ore to 200
When the player brings a unit to L3 set ore to 300

At every of these waypoints also tell him his weapon codes:
When the player has W1 add 1 to ore.
When the player has W2 add 2 to ore.
When the player has W3 add 3 to ore.
And tell the player to note the code stored in the resource.

Then make a set of beacons where he can for example add 100, 30, 10, 5 and 1 to his code (saved in the resource again) and make a reset or subtract function too for false entries.

Note that I uses binary numbers representing the weapons (next weapons would be numbered 8, 16, 32, etc.). This way you can determine which weapons he had. For example code 44 is 32 + 8 + 4 = W3, W4, W6. There's no other possible combination. Thats a property of binary numbers.

Also the numbers I used above are way to obvious, but you should have understoood the principle and be able to add more complex codes.

When reloading you should first teleport him to his location like this: (keep order from highest to lowest!)

Current Player has gathered at least 300 ore
-> move all men for Current Player to L3
-> subtract 300 ore

Current Player has gathered at least 200 ore
-> move all men for Current Player to L2
-> subtract 200 ore

Current Player has gathered at least 100 ore
-> move all men for Current Player to L1
-> subtract 100 ore

And then give him is weapon(s):

Current Player has gathered at least 4 ore
-> Create W3 for Current Player at Weapons stock
-> subtract 4 of ore

Current Player has gathered at least 2 ore
-> Create W2 for Current Player at Weapons stock
-> subtract 2 of ore

Current Player has gathered at least 1 ore
-> Create W1 for Current Player at Weapons stock
-> subtract 1 of ore

Current Player has gathered at most 0 ore
-> set switch start

If you already used the resources for other purposes you will have to store the resources in a death counter temporarily.
Here's a tut on how to: Binary Countoff
Or use the custom or the kills score for it and display the respective leaderboard.

Here is a topic with a similar question if you need more details: Trigger linking




Dec 17 2007, 5:59 am NudeRaider Post #9

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 Dark_Emperor
Also, do you think their could be a way to give the person a rank at the end of the game on how well the person did. I think it would be how many kills the person got, ( I didn't know if I could have the spotted implemented this way for rank, I highly doubt it though) but would it just be kills or is their something else I could use? Would any of this be possible? Thanks in advance!
Well Kills can be the basis but by far not the end. Rename an unused unit to Ranking DC.

- Everytime the player kills a unit add 1 to the dc.
- Everytime the spotted trigger is executed subtract 10 from that dc for the corresponding player (order to 'P1' -> subtract 10 for P1)
- You could add 5 to that dc for every weapon and gear (like medpack or w/e) he is carrying.
- Also maybe you would like to add secret areas which give bonus to the ranking DC.
- When he won you could make a few triggers that add or subtract from it depending on the elapsed scenario time.

Thats all pretty basic stuff. But you could also think of more complex rewards that depend on teamplay for example (like how much time of the game was he near at least 1 ally). I'm sure you can think of a lot more of yourself. ;)

Unfortunately you will need 1 trigger for every of the above items and every weapon and location and so on. So the extend of your ranking is only limited by your lazyness :lol:




Dec 17 2007, 8:13 pm Dark_Emperor Post #10



Quote from NudeRaider
Lets do it for 3 weapons and 3 locations: W1, W2, W3, L1, L2, L3

When the player brings a unit to L1 set ore to 100
When the player brings a unit to L2 set ore to 200
When the player brings a unit to L3 set ore to 300

At every of these waypoints also tell him his weapon codes:
When the player has W1 add 1 to ore.
When the player has W2 add 2 to ore.
When the player has W3 add 3 to ore.
Well, I've seen a map, Xeno or something, it was an RPG map but it had a save feature, thats where I got the idea from, and when you saved it gave you a password and you entered the password using units, but when you saved you could save how much damage you dealt ( like the attack and shield stats ), they were loaded in, like from upgrading, how could I go about that?
Would it be possible after a "boss" fight, to receive an upgrade, but the upgrade would depend on the rank? Like, if you get defense points/offense points or both, depending on the players rank so far.
The map is a 2 part map, just because of all of the locations. How would I factor the players rank from the previous map? I thought it could be given to the player at the end of the map, just like the save/load feature.

Post has been edited 1 time(s), last time on Dec 17 2007, 8:22 pm by Dark_Emperor.



None.

Dec 17 2007, 8:25 pm Dark_Emperor Post #11



Quote from NudeRaider
Well Kills can be the basis but by far not the end. Rename an unused unit to Ranking DC.

- Everytime the player kills a unit add 1 to the dc.
- Everytime the spotted trigger is executed subtract 10 from that dc for the corresponding player (order to 'P1' -&gt; subtract 10 for P1)
- You could add 5 to that dc for every weapon and gear (like medpack or w/e) he is carrying.
- Also maybe you would like to add secret areas which give bonus to the ranking DC.
- When he won you could make a few triggers that add or subtract from it depending on the elapsed scenario time.
Could the weapons the player uses count for rank? Like how long he used a certain weapon, and how many items he used? ( The item one is obvious, but it's more of you pick up an item and it's used right away, could I do it that way? )



None.

Dec 17 2007, 11:04 pm 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

Quote from Dark_Emperor
Well, I've seen a map, Xeno or something, it was an RPG map but it had a save feature, thats where I got the idea from, and when you saved it gave you a password and you entered the password using units, but when you saved you could save how much damage you dealt ( like the attack and shield stats ), they were loaded in, like from upgrading, how could I go about that?
Would it be possible after a "boss" fight, to receive an upgrade, but the upgrade would depend on the rank? Like, if you get defense points/offense points or both, depending on the players rank so far.
The map is a 2 part map, just because of all of the locations. How would I factor the players rank from the previous map? I thought it could be given to the player at the end of the map, just like the save/load feature.
Well you cant trigger upgrades (tech IS possible) but you can give money for upgrades and this money ofc can be dependent on the rank dc.
Also you can't detect upgrades. That means the xeno map must have "known" the upgrade stats by the resources given to the player. You can do that by adding to a seperate death counter everytime you add money.

The rank can also be implemented in the code dc. You could transfer the exact value but it would be exploitable since the player could add any number when entering the code dc.
Safer is you make certain "levels" (like at least 10, at least 20, etc.) of the ranking and code it into the dc. Otherwise you would have to do 1 code possiblity for EVERY possible value of the rank.




Dec 17 2007, 11:09 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 Dark_Emperor
Could the weapons the player uses count for rank? Like how long he used a certain weapon, and how many items he used? ( The item one is obvious, but it's more of you pick up an item and it's used right away, could I do it that way? )
You can make a trigger that detects which weapon is active and then always adds to the corresponding weapon dc as long as he uses it.
You will need 1 dc for every weapon.

In the end check how many deaths of W1 dc he suffered and modify rank accordingly.
E.g. P1 suffered at least 1000 deaths from W1 dc -> subtract 10 from Rank dc




Dec 23 2007, 6:31 am Dark_Emperor Post #14



Quote from NudeRaider
1. Always -> (Move Location Action) Center 'P1' on [men] owned by P1
2. Always -> (Move Location Action) Center 'P2' on [men] owned by P2
3. ... for every player
Problem, I was going to use a probe in a certain area (for like, planting mines), I also was going to use a vulture as a missile (problem with the "men" trigger part. because I did this trigger before (I'm re-doing the entire map, complete pain in the ass but it'll be worth it in the end) and when I did, I had it like
1 Always > Move location Center 'P1' on Weapon1
2 Always > Move location Center 'P1' on Weapon2
..and so on, but that trigger never worked because things that were supposed to appear next to/around P1, it would appear in the center of the map, (like when you do anywhere, it goes in the middle, which I didn't do) but, there is one more problem I've come to realize, when gaining a new weapon, I wanted it to appear in a certain area where you could chose that weapon, or a different one, but to do that you would have to control at least 2 men, (a civilian probably and the main guy), and that would conflict with the "men" because normally the location isn't that big, so having more than one 'men', I would figure if it couldn't go over all of them it would be negated and just not work. That's something I had a problem with. Thanks in advance man!



None.

Dec 23 2007, 12:00 pm NudeRaider Post #15

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 Dark_Emperor
Problem, I was going to use a probe in a certain area (for like, planting mines), I also was going to use a vulture as a missile (problem with the "men" trigger part.

but, there is one more problem I've come to realize, when gaining a new weapon, I wanted it to appear in a certain area where you could chose that weapon, or a different one, but to do that you would have to control at least 2 men, (a civilian probably and the main guy), and that would conflict with the "men" because normally the location isn't that big, so having more than one 'men'
If you have certain "helper units" owned by the player place them at the very right of the map and they wont be targeted (leftmost matching unit is the target).
OR make a location that covers the whole area where the player can go with his main unit and where helper units can't go.
Then do the centering in that location instead of anywhere.
If you have two men running around the playing field you have no other choice to do 1 trigger for every possible unit/effect combination.

However, doing it like this CAN'T work:
Quote from Dark_Emperor
because I did this trigger before (I'm re-doing the entire map, complete pain in the ass but it'll be worth it in the end) and when I did, I had it like
1 Always &gt; Move location Center 'P1' on Weapon1
2 Always &gt; Move location Center 'P1' on Weapon2
..and so on, but that trigger never worked because things that were supposed to appear next to/around P1, it would appear in the center of the map, (like when you do anywhere, it goes in the middle, which I didn't do) , I would figure if it couldn't go over all of them it would be negated and just not work. That's something I had a problem with. Thanks in advance man!
Lets say the player has only Weapon1 then this is what happens:
Trigger 1 fires and centers the location correctly
Trigger 2 fires and tries to center on a non-existent unit which forces sc to place the location in the middle of the map.

That means you have to make a condition (instead of always) that checks if the weapons is existent at all (in the playing field).




Dec 24 2007, 5:38 pm Dark_Emperor Post #16



The 'helper' units would spawn when a certain item was acquired, and the player would move it to a certain location when he/she wanted to use that item. Also I was wondering if it's possible for after a boss is defeated, to get more health for the current player. But it would have to affect all of the indicated players weapons (wep1, wep2..) Is that possible? Also, which unit would be best suited as a sniper? I've had people tell me it doesn't matter it's all the same length/range, and people tell me certain units are better. I also wondered when the player "died" if a certain sound could be played, only at random.

Post has been edited 2 time(s), last time on Dec 24 2007, 10:47 pm by Dark_Emperor.



None.

Dec 24 2007, 8:44 pm Cheeseman119 Post #17



Snipers are normmaly ghost due to slow rate of fire and long range and the rifle is considdered a grenade launcher



None.

Dec 25 2007, 4:32 am Dark_Emperor Post #18



So sniping units can be anyone? What about a random .wav file (from about 20 different sounds. some that play only at certain times.) What about an increase of health after a "boss battle" , would what be possible? Or an increase in damage?



None.

Dec 25 2007, 3:43 pm NudeRaider Post #19

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 Dark_Emperor
Also I was wondering if it's possible for after a boss is defeated, to get more health for the current player. But it would have to affect all of the indicated players weapons (wep1, wep2..) Is that possible?
Depends on how you set up your map.

1.) If you want a simple heal spawn a medic beneath the units and remove them after a short time.

For Terran Mech units you can spawn a scv. Make sure building cost of that unit is 0 gas / 0 ore and adjust the time to limit healing capability. SCVs won't auto start repairing (unless you give it to a comp with a melee ai, but thats too unreliable,) so for the timing when to remove SCVs make a detection when the player moves his SCV and keep the mech unit away from the SCV's spawning point.
For the unit currently in battle you would probably have to move them to a enclosed temporary location (or use a mobile grid to center a location a bit away from the hero, but thats maybe a bit overkill).

For protoss shields you can give a shield battery energy for a certain amount of time.

Unfortunately aerial-non-mecha and protoss units' hp cannot be healed this way.

2.) If you have a level system which keeps the units' hp below their max hp until reaching the last level (like 1. 100/1000 hp, 2. 200/1000 hp, ..., 10. 1000/1000), you would only have to "level up" that unit. That usually means increasing the DC which keeps track of the level.


Quote from Dark_Emperor
Also, which unit would be best suited as a sniper? I've had people tell me it doesn't matter it's all the
same length/range, and people tell me certain units are better.
Range of ground units only: (all with range upgrade)
1. Sieged Tank
2. Reaver
3. Unsieged Tank, Ghosts (all)
4. Lurker, Dragoon
5. Marine, Hydralisk, Goliath, Vulture
6. Templar
7. Archon, Firebat (only range of splash, e.g. he won't attack archons which attack him, though his splash would hit the archon)
8. Ultralisk, Firebat (actual attack range, though splash would go farther)
9. Workers
10. Melee
=> For reasons of plausibility I would recommend using a Ghost or Dragoon as a Sniper.

Quote from Dark_Emperor
I also wondered when the player "died" if a certain sound could be played, only at random.
If you have 5 sounds make a DC count up from 0 to 4 (5 values) and then reset to 0.
Then make 5 triggers each with the death condition but another value of the DC and - dependent on the DC - another wav which is played.

Post has been edited 2 time(s), last time on Dec 25 2007, 3:50 pm by NudeRaider.




Dec 25 2007, 4:50 pm Dark_Emperor Post #20



Quote from NudeRaider

1.) If you want a simple heal spawn a medic beneath the units and remove them after a short time.

But with this, couldn't I just set all HP for men owned by current player to 100%? ( I think that's the one, not sure though )

Quote from NudeRaider
2.) If you have a level system which keeps the units' hp below their max hp until reaching the last level (like 1. 100/1000 hp, 2. 200/1000 hp, ..., 10. 1000/1000), you would only have to "level up" that unit. That usually means increasing the DC which keeps track of the level.

If I used a level system, how could I set it up so that if the player gets a certain item to heal (medkit), then how could I keep it from leveling all the way up, and not just to a certain set level?

Quote from NudeRaider
If you have 5 sounds make a DC count up from 0 to 4 (5 values) and then reset to 0.
Then make 5 triggers each with the death condition but another value of the DC and - dependent on the DC - another wav which is played.
There's a total of 15 sounds that should play when a player dies (not all at once, but only 1 of the 15 would play), but there is 6 that would only play in certain parts of the map (boss fights), like, a certain boss fight if the player died, then it would play only one already selected sound, not at random, but if it was anywhere else in the map, it would be a part of the random 9 sounds. How could I play the sounds at random ( the main 9 sounds ), and then play the other 6 sounds ( only at certain locations ) but while negating the effect of the other 9? I figure if I set it up at a boss fight, it would a location that covers the area, and if you bring 1 Wep1 to location "Boss1" and die there, lol, thats sounds retarded, I know thats not how it goes, but I think I get the idea, but I don't know how to randomize the rest or to negate the rest from being played at certain times.



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