Chaos Sphere
Mar 18 2015, 5:51 pm
By: Ghoster  

Mar 18 2015, 5:51 pm Ghoster Post #1



And now the most important part: why did I not finish this map? Most likely because I didn't know how to create certain triggers/even if I did know that, this map is really huge! Anyways these triggers are yet to be made, so I would really appreciate your help with it. I do understand how triggers work and I know how to make some basic ones (I haven't ever made a full SC map though), but still: if you guys would help me, I'd be glad for it.

So, where do I have problems?
  • Anomalies: I wanted to create deadly anomalies in the game, which would cause player to hear repeating beeping in the background as they approached them and it would beep faster and faster until the moment when they're stepping on it and die. I think this can't be done without *lots* of locations (which I just don't have anymore), but I may be wrong.
  • Reputation: Do you have some idea on how the reputation system could work in such a game? And I would love it to be "unseen" by the players (which means: no triggers as "if there's seven zerglings in location "reputation", switch X is on" - I don't have any space left on the map anyway).
  • Dialogs/Buying Stuff: I've seen some maps with the "dropship conversation system" - is there any tutorial about making such thing? I would love to use it on my map, but I have no idea how to make triggers disallowing dropship to move from a place for example.
  • Day'n'Night: Maybe someone has an idea how to make such system in the game? I would love to make it in a certain way: at daytime players can see normally, at night their view is reduced by the flare. The problem is: there are also locations in the game (such as caves) which would "always be dark" and locations, which would "always be seen" (as cities and stations and such). Is it possible to make?

Even if you don't have proper answers for these questions, I would really appreciate your help, even if it would be only a suggestion.
Thank you for help!

Post has been edited 1 time(s), last time on Mar 22 2015, 7:15 pm by NudeRaider.




Mar 18 2015, 7:50 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Ghoster
So, where do I have problems?
[*]Anomalies: I wanted to create deadly anomalies in the game, which would cause player to hear repeating beeping in the background as they approached them and it would beep faster and faster until the moment when they're stepping on it and die. I think this can't be done without *lots* of locations (which I just don't have anymore), but I may be wrong.
Essentially you want randomized locations. Random is difficult to achieve in a digital environment sometimes, especially one so unsophisticated as Starcraft. However, I would recommend using observers set on Junkyard Dog to function as the anomaly. As soon as a player enters the "area" that such an anomaly is in, the observer stops and multiple locations are centered on the anomaly signifying distance to the anomaly. This would require a few locations per anomaly and may or may not be reused. If you leave the observer in place, the anomaly effect could be created by using the locations of the heros.

Quote from Ghoster
[*]Reputation: Do you have some idea on how the reputation system could work in such a game? And I would love it to be "unseen" by the players (which means: no triggers as "if there's seven zerglings in location "reputation", switch X is on" - I don't have any space left on the map anyway).
Well reputation is just a numerical value. Use death counts to create such a virtual amount. I assume that certain things will happen at different reputation values, so the triggers causing those things would be "current player has at least x deaths of reputation".

Quote from Ghoster
[*]Dialogs/Buying Stuff: I've seen some maps with the "dropship conversation system" - is there any tutorial about making such thing? I would love to use it on my map, but I have no idea how to make triggers disallowing dropship to move from a place for example.
To prevent a dropship from moving, you'd need to use locations (probably inverted locations) to detect movement and you'd have to edit a location below the dropship to only detect ground. Ground units in transports do not count on locations which only detect "low/mid/high ground". Press enter on the location to edit its properties. You could also use bunkers to the same effect, but you're limited to 4 options.

Quote from Ghoster
[*]Day'n'Night: Maybe someone has an idea how to make such system in the game? I would love to make it in a certain way: at daytime players can see normally, at night their view is reduced by the flare. The problem is: there are also locations in the game (such as caves) which would "always be dark" and locations, which would "always be seen" (as cities and stations and such). Is it possible to make?
Yes! It's an extremely convoluted process. Night time or Daylight. Essentially, you turn off your own vision and use an ally's vision to view you units. Creating a unit will instantly update vision. Moving/giving a unit will update vision on the next vision update frame, which occurs every 100 frames -or- when a unit is hit by optical flare.

It's an interesting concept. I'm hesitant to move this to SC1 map production since you do want assistance. Can you edit out the information in the OP about the map and post it in SC1 map production instead, then link it? Leave the relevant assistance bits here. I would also recommend posting the map in an incomplete form and keeping a changelog so in case someone else wants to pick up a section, they can contribute.



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

Mar 19 2015, 12:56 pm Wormer Post #3



Hello, Ghoster!

Your map concept looks great! In the past I was ill with Legacy of Haen ideas of the undergrownd world, caves/flares and etc. Had several attempts to make something based on it's ideas that however were never finished. It's totally fine to use and reinterpret some good ideas from maps and ain't a plagiarism in any way.

Quote from Ghoster
Dialogs/Buying Stuff: I've seen some maps with the "dropship conversation system" - is there any tutorial about making such thing? I would love to use it on my map, but I have no idea how to make triggers disallowing dropship to move from a place for example.
Just be careful with at most and at least bring conditions that aren't always working as expected for units in transports (and also in bunkers if I remember right). I don't remember exactly but there is a weird behavior when units don't count like those buildings being in construction don't detect with at least. Again, if I'm right this is reverse to buildings: so expect some surprises with modifier at most.

Quote from Ghoster
Anomalies: I wanted to create deadly anomalies in the game, which would cause player to hear repeating beeping in the background as they approached them and it would beep faster and faster until the moment when they're stepping on it and die. I think this can't be done without *lots* of locations (which I just don't have anymore), but I may be wrong.
If you're ok with persistent places for anomalies then you can use burrowed units for that (let's call it Anomaly). You don't need to surrownd *each* anomaly with bunch of locations, you instead have always-centered loactions of different sizes on a "hero" unit, like this:

Don't know if this needs an explanation but let's note, that these five locations alone will serve however many human players you have in the map (i.e. no need to make five locations for *each* human player).

Then let's denote condition (Enemy player brings at least 1 Anomaly to location "# Vi") simply as Vi (for i=1,2,3,4,5). You will need a death counter (I'll be referring to it as Dist) that will measure distance to the burrowed unit from 0 (the farthest, no anomaly detected) to 5 (closest, death). In a nutshell you need to previously set Dist to 0 (Dist=0) and then consequently check conditions (symbol '&' is the logical AND):
Collapse Box


We can't simply write a trigger to check A&(B OR C), that's why we break it into two: the first checks A&B, the second then checks A&C. All in all we get the following:
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As for a "beeping" sound, I would have done it the following way. I would take a temporary unit Timer for "timing" death counters (that may be reused with the other trigger subsystems as well). The following triggers cycle timers and are owned by a single computer player:
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All we need to do is to combine conditions from the first part with timers to produce the sound.
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You can also add a transmission from the anomaly burrowed unit on the closest distance to designate the anomaly point with a blinking circle. I'm crossing it with the slowest timer in the example to (hopefully!) make it less obvious and also because transmission effectively acts as a wait and may lead to wait blocks (with the other trigger systems) when used very frequently.
Collapse Box

Of course all mentioned triggers are preserved.

Post has been edited 13 time(s), last time on Mar 19 2015, 3:21 pm by Wormer.



Some.

Mar 19 2015, 6:09 pm Azrael Post #4



Quote from Wormer
Just be careful with at most and at least bring conditions that aren't always working as expected for units in transports (and also in bunkers if I remember right). I don't remember exactly but there is a weird behavior when units don't count like those buildings being in construction don't detect with at least.
In this situation, it helps to think of "at most" as a visual indicator.

Differences with "at most":

- Does not detect units inside transports.
- Does not detect units inside bunkers.
- Does not detect units inside other units (scarabs, interceptors).
- Does not detect powerups held by a worker.
- Does detect partially completed buildings.

"Exactly" and "at least" work the way you'd expect, and perform identically to one another.

This is a good example of why people shouldn't use "at most 0" instead of "exactly 0"; aside from the fact that you can't bring a negative number of units somewhere, so "exactly 0" is what you're trying to check for regardless.




Mar 19 2015, 10:15 pm Wormer Post #5



Thank you, Azrael! I haven't been mapping for a while.



Some.

Mar 21 2015, 4:00 pm Oh_Man Post #6

Find Me On Discord (Brood War UMS Community & Staredit Network)

This looks baller. You should make a thread in UMS Production with some screenshots and gameplay video so we can start hype-training this bad boy.




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