Staredit Network > Forums > SC1 Mapping Tools > Topic: Oreo Triggers
Oreo Triggers
Jun 2 2012, 9:22 am
By: Kaias
Pages: < 1 2 3 4 5 >
 

Aug 4 2012, 10:38 pm Wormer Post #41



Hey Kaias and yoonkwun this is a very cool stuff indeed. I'm not doing anything for SC anymore but this made me remember old good times. I'm glad to see people still doing stuff for Brood War. :) My greetings!



Some.

Aug 5 2012, 1:32 am LoveLess Post #42

Let me show you how to hump without making love.

Quote from Wormer
Hey Kaias and yoonkwun this is a very cool stuff indeed. I'm not doing anything for SC anymore but this made me remember old good times. I'm glad to see people still doing stuff for Brood War. :) My greetings!
Get the fuck back on. You're not done with us yet.



None.

Aug 22 2012, 12:55 am SlayerFTH Post #43



I've been using this Oreo preprocessor lately and finally getting into the aesthetics of my map, and I can't include color or center align tags such as <04>, <06>, <13>, etc.
The preprocessor displays the triggers in the output box, and there is no recorded errors, but the Minted map does not contain the triggers using these color codes.
I've tried using \<04\>, to no avail.



None.

Aug 22 2012, 1:04 am Jack Post #44

>be faceless void >mfw I have no face

I just copy paste the triggers generated into SCMDraft's trigger editor, without using Mint at all. However, if you want to keep using Mint, I don't know what the solution is.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 22 2012, 10:23 am Jack Post #45

>be faceless void >mfw I have no face

Neither Mint nor copypasta of Oreo into the text trigedit lets me use extended units in trigger actions :( it'd be nice if this was changed, as doing it manually is annoying.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 23 2012, 9:30 pm Kaias Post #46



Quote from SlayerFTH
I've been using this Oreo preprocessor lately and finally getting into the aesthetics of my map, and I can't include color or center align tags such as <04>, <06>, <13>, etc.
The preprocessor displays the triggers in the output box, and there is no recorded errors, but the Minted map does not contain the triggers using these color codes.
I've tried using \<04\>, to no avail.
Quote from Jack
I just copy paste the triggers generated into SCMDraft's trigger editor, without using Mint at all. However, if you want to keep using Mint, I don't know what the solution is.
Quote from Jack
Neither Mint nor copypasta of Oreo into the text trigedit lets me use extended units in trigger actions :( it'd be nice if this was changed, as doing it manually is annoying.

I've made a lot of changes, I just haven't made an official update with them yet.

To use color (and other format codes) simply do \\x0(code). So for instance, if I wanted to use the color code for Bluegrey it would normally be <1E> in Scmdraft, now it would be \\x01E. This works for both plain Oreo and Mint.
Example:
	Display("\\x013\\x00FI'm writing with center-aligned teal-colored text!")

Edit: Scmdraft's text editor doesn't accept extended unit ids (I can't really do anything about that). Mint does not have this issue.

Here's the latest version: http://www.mediafire.com/?ip3vukvy2v49dkn

Here's my changelist: (0.9.4)
  • Color/Format codes now work (following format \\x01E for code <1E>) for Oreo and Mint.
  • Kill condition renamed to KillsOf
  • Switches default to $switch->is_set() when used as string
  • Fixed SetScore for Mint (arguments were out of order)
  • Made MintLocation return a Location object using the passed location name
  • Made it so UnitGroups ValidUnitCheck can accept Men, Factories, AnyUnit or Buildings for its unit
  • Lots of minor UnitGroup improvements (added ->bring($qmod, $n, $location) and ->command($qmod, $n) )
  • Made it so you can do: $hero->P1->at("@>3x3") (Player casting for UnitGroups)
  • Oreo now generates fewer triggers when using complex nesting.
  • You can specify a location (optionally) in Unitgroup ->giveTo()
  • You can specify a location (optionally) in Location's ->centerOn(Unitgroup, location)
  • You can now use extended values in most parameters (such as units)
  • Made SwitchIsClear() and SwitchIsSet() work with switch objects passed to them
  • Create, Give, Kill, MoveUnit, and Remove actions can now all accept deathcounter objects for their $n parameters (which will make it generate the triggers to give/create/kill/etc according to the deathcounter's value)
  • Added isNAIID() function to IndexedUnit
  • Added player casting to IndexedUnit
  • Added release() alias for kill() for TempDC and TempSwitch
  • Added $dc->All for player casting each player the deathcounter is specified for
  • Made Deathcounter player casting cloning a bit more efficient
  • Added $deathcounter->SCTangent($angledc) which returns 1000x the tangent of the argument to the calling deathcounter (expecting the angle to use SC degrees (90 degrees is 64 SC degrees).
  • Added $by parameter on $indexedunit->getorderYcoordinate
  • Fixed a bug in Deathcounter's $dc->productOf() function
  • Added support for forces (Force1, Force2 etc, shorthand: F1, F2, etc) in Mint. Doesn't work in plain Oreo unless your forces are unnamed.

Yoonkwun recreated the Mint backend, it is now more powerful and less stringent. Mint additions:
  • Added MintTile($tileid, $x, $y) function
  • Added MintPlayer($player, $owner, $force, $color, $race)
  • Added MintMap($tileset, $width, $height)
  • Added MintMapTitle($title)
  • Added MintFog($player, $x, $y, $FogOrNone)
  • Added MintSprite($spriteid, $player, $x, $y, $state)
  • Added MintForceSettings($force, $name, $allied, $sharedvision, $randomize, $alliedvictory) (allied, sharedvision, randomize, alliedvictory parameters are all optional and expect true or false)


Post has been edited 4 time(s), last time on Aug 23 2012, 9:41 pm by Kaias.



None.

Aug 23 2012, 10:17 pm Jack Post #47

>be faceless void >mfw I have no face

Display('<3>Man:') used to work correctly; now it doesn't colour the text and I'll have to redo all my text colouring and formatting :(



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 25 2012, 7:31 pm samsizzle Post #48



Quote from Jack
Display('<3>Man:') used to work correctly; now it doesn't colour the text and I'll have to redo all my text colouring and formatting :(
You could just open your code in notepad++ and replace all <03> with \\x003



None.

Aug 25 2012, 8:35 pm Jack Post #49

>be faceless void >mfw I have no face

Quote from samsizzle
Quote from Jack
Display('<3>Man:') used to work correctly; now it doesn't colour the text and I'll have to redo all my text colouring and formatting :(
You could just open your code in notepad++ and replace all <03> with \\x003
Yeah, but now I have to relearn the colour code system which takes mental effort :massimo:



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 25 2012, 9:23 pm samsizzle Post #50



fuckin kidding me. You literally take away the <> and add \\x0 to the front.



None.

Aug 25 2012, 11:32 pm Jack Post #51

>be faceless void >mfw I have no face

Yes I was kidding you, hence the :massimo:



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 6 2012, 11:42 pm samsizzle Post #52




Apparently I've used too many switches... Last time I compiled I had used I think ~15 switches, only switch I added between now and then was a PlayerSwitch for players 1-4.



None.

Sep 7 2012, 3:18 am NudeRaider Post #53

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

Are you working on a .scm file? Because maybe non-broodwar maps can only have 16 switches? (just a theory)




Sep 7 2012, 3:33 am O)FaRTy1billion[MM] Post #54

👻 👾 👽 💪

Quote
============================================
1.04 Changes to StarEdit (Map Editor)
============================================

...

- Increased number of Switches to 256.

It can be a .scm file, but make sure it's an "enhanced" .scm file.

EDIT:
Just tested it, retail has 32 switches.



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Sep 7 2012, 3:43 am samsizzle Post #55



nah, I always save my maps as .scx.

EDIT: Fixed the problem. Don't know exactly what was happening but I replaced the _OR statements in the most recently edited system with entirely different triggers and it corrected itself.

Post has been edited 1 time(s), last time on Sep 7 2012, 5:47 am by samsizzle.



None.

Sep 10 2012, 5:39 pm samsizzle Post #56



Something strange is goin on with tempswitches I'm assuming are used in nested _ifs and _switch statements and such. The problem is Oreo isn't killing them or something and I keep getting this error "// WARNING! A temp switch is unkilled!" as well as the effects of not killing a tempswitch, which basically fucks up the entire map if you're using any switches. I can't really do anything about it considering I didn't declare the tempswitches... besides rewrite the system some other way, often in a less efficient way. I've already done so with one system:

This should work perfectly fine, but I got a "// WARNING! A temp switch is unkilled!" after making it, so I re-made it with my own declared tempswitch and a bunch of _if(this)->then($or->set), _if($or->is_set() )->then(actions) and it worked fine. It looks like a problem with Oreo itself or something.
now its doin the same thing with this system which I just added:


EDIT: It may not be the system above, I realized I added a bunch of PlayerSwitches as well.

Post has been edited 2 time(s), last time on Sep 10 2012, 6:01 pm by samsizzle.



None.

Sep 10 2012, 9:32 pm Kaias Post #57



It's an Oreo bug (dealing with complex conditions) that I'm now well aware of and just need to get around to fixing (hopefully later tonight).



None.

Sep 10 2012, 10:02 pm Jack Post #58

>be faceless void >mfw I have no face

I also have a presumably similar bug with temp switches being unkilled; it's breaking part of my RPG too :( and the RPG needs to be submitted today before I go to work, so if you can fix it in the next five hours, that'd be excellent.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 11 2012, 7:46 am Kaias Post #59



Quote from Jack
I also have a presumably similar bug with temp switches being unkilled; it's breaking part of my RPG too :( and the RPG needs to be submitted today before I go to work, so if you can fix it in the next five hours, that'd be excellent.
I wish I had seen this in time.

Anyway, this version might fix the issue or might ruin everything (haven't adequately tested it): http://www.mediafire.com/?ij1cpij3e6ihs47



None.

Sep 11 2012, 10:40 am Jack Post #60

>be faceless void >mfw I have no face

Seems to be working so far, and fixed the bug too. Cheers!



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

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