Would it be possible for an SC1 map to tell a story without triggers? This map tried to show a great adventure of the hero Jim Raynor with only minimal triggers. If you want to know what's going on behind the scene, take a look from a different perspective using replay/observer features.
What is This?
This is a story map. (No player input; the map just progresses on its own.) It is an entry for the zero trigger challenge competition #1 held by EDAC. (Link, Korean)
As stated by the rules, all triggers other than set alliance status & turn on/off vision sharing are disallowed. (Yes it's not actually ZERO triggers) As such, the above are the only triggers used in the map. All game progression is done automatically by SC's own AI.
Notes
Please drag select any flags you see.
There is no victory/defeat/draw (that's a trigger too). You'll know when the game ended. After that, please leave the game yourself.
Due to SC's randomness, there's some possibility that Raynor doesn't advance and the game gets stuck at some point. If that happens, please restart the game.
Enjoy the game, and please feel free to ask me anything! I don't check SEN very often, so I recommend you to contact me via zzt#5346 (Discord) if you want my response. I'm in SEN discord so you can call me there.
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
Cool idea. Love how you force Raynor's path by shooting him from the cliff. But I wondered...
How did you make it so Raynor's max hp decrease without triggers? The 3(?) large blue boxes at the end; what... a) are they supposed to represent? b) sc graphic are they from?
Is there a way to re-save the map so that it would be compatible with SC 1.16.1 (it's probably Remastered-only right now), or are triggers (since they're absent) not the only problem causing incompatibilities like the one afflicting the map right now? (for future references, this is about v1.01 of the map)
Cool idea. Love how you force Raynor's path by shooting him from the cliff. But I wondered...
How did you make it so Raynor's max hp decrease without triggers? The 3(?) large blue boxes at the end; what... a) are they supposed to represent? b) sc graphic are they from?
1. It's done via unit sprite + max HP 0. If a unit has max HP 0 and has current HP something other than 0, its HP will be displayed as (CHP)/(CHP). Since unit sprites are always placed with CHP equal to its original max HP (not the MHP set by the map), Raynor starts with 200 HP.
2. a) I tried to show the psionic Energy extracted by Narud. Actually, I was trying to make Narud's lab people run away with recalls at first, but I failed at that so now it looks like he just threw away the energy there(?) In the Korean version of the map Narud explicitly says he extracted energy from infested psionists, but while translating I realized that English takes more space for the same expression compared to Korean so I had to cut down some words and it's a bit less clear now. b) It's Protoss buildings warp texture. c) In case you wonder how I made it, it's a so-called hallucinated powerups glitch. Link1Link2Link3
Is there a way to re-save the map so that it would be compatible with SC 1.16.1 (it's probably Remastered-only right now), or are triggers (since they're absent) not the only problem causing incompatibilities like the one afflicting the map right now? (for future references, this is about v1.01 of the map)
No, unfortunately how some visual glitches work makes it impossible to make this run in 1.16.1. (That's why I also put in SC:R only terrains so that this won't work in 1.16.1). Specifically, some of the disabled unit sprites and unused units make SC 1.16.1 crash but they no longer crash in SC: R and are just completely invisible. (That's how I made flag texts and also infestation overlays) If you're able to use a program that prevents these units from crashing in SC 1.16.1 (probably some advanced maphack, since in 1.16.1 these units were used to make basic maphack users crash), and modify some SC: R only ramps into 1.16.1 terrains, then I think the map will work.
Post has been edited 2 time(s), last time on May 27 2022, 9:13 am by zzt.
Is there a way to re-save the map so that it would be compatible with SC 1.16.1 (it's probably Remastered-only right now), or are triggers (since they're absent) not the only problem causing incompatibilities like the one afflicting the map right now? (for future references, this is about v1.01 of the map)
Have you tried EUDEnableR plugin? https://github.com/saintofidiocy/EUDEnableR It'll allow StarCraft 1.16.1 to run StarCraft:Remastered versioned map and should prevent invalid image frame crash.
Is there a way to re-save the map so that it would be compatible with SC 1.16.1 (it's probably Remastered-only right now), or are triggers (since they're absent) not the only problem causing incompatibilities like the one afflicting the map right now? (for future references, this is about v1.01 of the map)
Have you tried EUDEnableR plugin? https://github.com/saintofidiocy/EUDEnableR It'll allow StarCraft 1.16.1 to run StarCraft:Remastered versioned map and should prevent invalid image frame crash.
Sounded like a good idea, got me to the briefing room with no actual briefing and partially bugged text in the Objectives corner, then when trying to start, it would crash.
Is there a way to re-save the map so that it would be compatible with SC 1.16.1 (it's probably Remastered-only right now), or are triggers (since they're absent) not the only problem causing incompatibilities like the one afflicting the map right now? (for future references, this is about v1.01 of the map)
Have you tried EUDEnableR plugin? https://github.com/saintofidiocy/EUDEnableR It'll allow StarCraft 1.16.1 to run StarCraft:Remastered versioned map and should prevent invalid image frame crash.
Sounded like a good idea, got me to the briefing room with no actual briefing and partially bugged text in the Objectives corner, then when trying to start, it would crash.
I don't know why you'd try to convert this map into 1.16.1, but here's what I'd probably do: 1. Make sure invalid frames won't make you crash; place Jump gates and unit sprite disabled protoss buildings in a separate test map, and see them in-game. Whatever program you are using should let you see those. 2. Convert SC:R only terrains and doodads into some other terrain: open the map with SCMD2, select all doodads and right-click, press convert to terain, and save as a scbw map. (Not scr only map) 3. Some unit names are long. In SC:R, these names are all well shown but I'm not sure id it will be the case in 1.16.1. 4. If it still crashes then I'm not so sure anymore....
Is there a way to re-save the map so that it would be compatible with SC 1.16.1 (it's probably Remastered-only right now), or are triggers (since they're absent) not the only problem causing incompatibilities like the one afflicting the map right now? (for future references, this is about v1.01 of the map)
Have you tried EUDEnableR plugin? https://github.com/saintofidiocy/EUDEnableR It'll allow StarCraft 1.16.1 to run StarCraft:Remastered versioned map and should prevent invalid image frame crash.
Sounded like a good idea, got me to the briefing room with no actual briefing and partially bugged text in the Objectives corner, then when trying to start, it would crash.
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