Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Newbe trying to make a good UMS :)
Newbe trying to make a good UMS :)
Jul 16 2017, 4:49 pm
By: Larwa  

Jul 16 2017, 4:49 pm Larwa Post #1



Ok so it's my lovely topic, and I will be giving more informations/questions in comments below
As soon as "Done so far:" will be finished it will be numbered, and the "RIGHT NOW WORKING ON:" will be changed.
Map for now (download): https://files.fm/u/q9bf3s3j#_ (UPDATED: 16/07/17 (21:25 BST/UK TIME)

Done so far:
1. Hero selection (19 or more)
2. Sharing money between players
3. Healing location (hp, shields, energy)
RIGHT NOW WORKING ON: Spawning units for QUEST 1.

Post has been edited 2 time(s), last time on Jul 16 2017, 8:25 pm by Larwa.



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Jul 16 2017, 5:18 pm Larwa Post #2



1. Trigger ss: https://scr.hu/28okpJ
2. Map ss: https://scr.hu/g3vo93

It spawns only Zerglings, doesn't spawn the hydre.
Spawns the Zerglings only once no more.
It's supposed to spawn hydre and lings in the same time as long as the two main buldings are up.

Post has been edited 2 time(s), last time on Jul 16 2017, 5:30 pm by Larwa.



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Jul 16 2017, 5:28 pm NudeRaider Post #3

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

you need separate counters for the different spawns. The Zergling trigger comes first, sets the death counter, so the hydra trigger can't fire anymore. Keep in mind triggers are processed in sequence (as opposed to each trigger firing the same time): First all of player 1's triggers, then all of P2's triggers etc. So it's possible that a trigger fires and invalidates the condition for the triggers below.

Alternatively, if you want all spawns to appear at the same time make a 3rd trigger below these 2 that resets the spawn timer, and remove the "set deaths" action from all the spawn triggers (zergling and hydre for now).




Jul 16 2017, 5:36 pm Larwa Post #4



#3 so I need to make 2nd variable? for example for zerglings it's geyser and for hydre it will be mineral?
"First all of player 1's triggers, then all of P2's triggers etc. So it's possible that a trigger fires and invalidates the condition for the triggers below." can you explain more easier?

and how do I make the reset timer?

Post has been edited 1 time(s), last time on Jul 16 2017, 5:42 pm by Larwa.



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Jul 16 2017, 6:06 pm DarkenedFantasies Post #5

Roy's Secret Service

Do this: http://sta.sh/08ud27q1kxo :teehee:




Jul 16 2017, 6:19 pm 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 Larwa
#3 so I need to make 2nd variable? for example for zerglings it's geyser and for hydre it will be mineral?
"First all of player 1's triggers, then all of P2's triggers etc. So it's possible that a trigger fires and invalidates the condition for the triggers below." can you explain more easier?
Yes 2 different units, like minerals and geysers.

It's so simple I can't explain much. First trigger condition: Deaths of Geyers = 0 -> when true executes actions: Set deaths of Geyser to 360.
Then SC goes to check the second trigger: Deaths of Geyers = 0 -> This was just set to 360 by the previous trigger so it doesn't return true (and never will as long as the first trigger is true).

Abstractly: SC has a long list of triggers. It starts at the top and checks 1 after the other. You have to account for that when setting trigger order. That's why you can move triggers up and down in the trigger list.
For 1 player it's simple: The triggers fire just in the order you see them in the list. If you mark multiple players the triggers DON'T appear in the order that sc uses to check triggers. That's because SC first checks ALL of Player 1's triggers (in the order you see) and then starts with the first trigger of Player 2 and so on.
Player groups like forces and All Players create copies of the trigger for the indidual players during runtime. Player 9+ won't run triggers at all.
http://www.staredit.net/wiki/index.php?title=Triggers#Trigger_lists

Quote from Larwa
and how do I make the reset timer?
See darkened fantasies post. Simply set the death counter to the intended value.




Jul 16 2017, 6:58 pm Larwa Post #7



#5
#6
You ment like this?
ss: https://scr.hu/B3MP8r
---------------------------
***Something went wrong***
1Spawns only once lings and hydre

2-Some lings and hydre are left in spawn place / near spawn place
3-After some time they are running to the place that they should run to
*2--Is that because of the cliffs and they can't run through?
Some Hydre or lings are running to different location



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Jul 16 2017, 7:05 pm Larwa Post #8



#NudeRaider
maybe it's not working because of that: (((from wiki)))

Bring condition update
The Bring condition may return false positives and false negatives in some cases. This is because StarCraft does not refresh location data during a trigger cycle. If a trigger invalidates that data, then it may cause false results to occur for triggers that use that data. We can force the data for a given location to update however, by using any of these trigger actions:

Kill Unit
Kill Unit at Location
Remove Unit
Remove Unit At Location
Move Location
Move Unit

in my trigger there is the hatcher and cc on location.



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Jul 16 2017, 7:07 pm 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

Your numbers meaning something?

only spawning once: You have a trigger that always subtracts 1 from both death counters, right?
Are you sure you needed to correct the second condition? (location 'Base mission')

Btw. you don't need to do both:
- make a 3rd trigger that resets the timer (AT THE SAME TIME) AND
- use 2 separate death counters (INDIVIDUALLY)
You only need ONE of them, depending on whether they need to be AT THE SAME TIME, or can spawn INDIVIDUALLY

please try to understand our suggestions instead of blindly following them. We want to teach you concepts, not make the maps for you. ;) If something is unclear WHY we said it had to be this way, feel free to ask for clarification.




Jul 16 2017, 7:20 pm Larwa Post #10



#9
Quote
You have a trigger that always subtracts 1 from both death counters, right?

OMFG, I have accidently deleted the subtracion one trigger and I didn't know I did it, wait how am I making the subtraction one cuz I am not sure if I remember like this yes? -- https://scr.hu/Vq1kJl

Quote
Are you sure you needed to correct the second condition? (location 'Base mission')

Yes, because the buildings are located on the same location which is "Base mission 1".

In what order the triggers have to be?
In this order? https://scr.hu/oAqOGg



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Jul 16 2017, 7:26 pm rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

Another good idea is to save incrementally. There is an automated backup within SCMDraft, but you can do this manually as well.



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

Jul 16 2017, 7:28 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

The "reset" trigger (set death counts to 360) has to be below the spawn trigger (if it resets BEFORE spawning you'd never have spawns). The subtract trigger doesn't matter. So yes, this is correct.




Jul 16 2017, 7:39 pm Larwa Post #13



#12
Did I miss anything or did somethign wrong cuz it's still not working?
https://scr.hu/4daO58



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Jul 16 2017, 7:53 pm NudeRaider Post #14

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

the vespene condition / triggers is fine.
Has to be the hatchery @ base 1 condition.

btw. it's better to order the units to patrol. On attack command they actually ignore enemy units until they get attacked themselves.




Jul 16 2017, 8:00 pm Larwa Post #15



#14
Cuz the lings and hydre are spawning for first time, and as I said the lings are attacking the location that they should atack but some of them stay close to the spawn location, the hydres are going to different place than they should. Why is it like that? You think cuz of the cliffs?
and what do I have to do with the hatchery, I will have a look and try to solve and in the same time waiting for ur answer



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Jul 16 2017, 8:12 pm Larwa Post #16



Also I have made separate locations for the cc and the hatchery still the same problem.



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Jul 16 2017, 8:20 pm Larwa Post #17



Ok, I solved the problem with lings staying in place and hydre going different location, somehow this script had affect on them: https://scr.hu/oAq3Ng
This script was not even close to that location but when I turned the scripts off, it started working, but still the hydre and lings are not spawning more than once.
Any suggestions please?



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Jul 16 2017, 8:24 pm NudeRaider Post #18

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 Larwa
#14
Cuz the lings and hydre are spawning for first time, and as I said the lings are attacking the location that they should atack but some of them stay close to the spawn location, the hydres are going to different place than they should. Why is it like that? You think cuz of the cliffs?
and what do I have to do with the hatchery, I will have a look and try to solve and in the same time waiting for ur answer
if you have too many units clumped up or narrow paths they have to go through they will need multiple orders to correctly move. SC unit pathing is gay like that.

@hatchery: Make the condition true. I don't know why it isn't but, I can tell the dc system is correct, so by method of elimitation it has to be something else. And the hatchery condition is the only condition left.
Unless you have other triggers that also affect your dc and interfere with the logic.




Jul 16 2017, 8:33 pm Larwa Post #19



#18
How do I make a condition true?
Btw I have updated the map so you can have a look what's wrong if you don't mind I will try to have look through trigers is well maybe I will find somethng out



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Jul 16 2017, 8:35 pm Larwa Post #20



+
That's the only triggers which are using the death count: https://scr.hu/qo49RD



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GGmano -- its not possible to move around a p12 owned preplaced a
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