Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Several Small Questions
Several Small Questions
Mar 13 2008, 6:36 am
By: Cardanis  

Mar 13 2008, 6:36 am Cardanis Post #1



Okay, so my Warhammer Turn Based map is coming to fruition, but there are a few small Starcraft behavior attitudes that I don't quite understand yet, and would help advance the speed with which I crank this out.

First of all, alliance status (even though I think I've negated this problem thanks to Falks earlier help, but itd be nice to know) I was running a test map, both me and player 2 (comp) had 6 rines, and i set comp 2's alliance status with player 1 to ally. I ran the map, and our rines killed each other. Now I know I shouldve attacked him, why did he attack me? How do alliance status' work?

Next, say I have a trigger with requirements, that P1,P2,P3, and P4 all bring a civ to a certain area. If P1 was an open slot/left, will the trigger ignore his portion of the trigger and still activate if P2,P3,P4 bring the civ there? On the same'ish note, if I have a P2 trigger saying "if P1 brings no "civ" to location, do this" will it do that if P1 is gone? Ill just add to this post if I think of anything else I need. THanks alot =D



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Mar 13 2008, 6:55 am Cardanis Post #2



Ah, just ran into something new. Im using SCMdraft, and Im very pressed for locations (very very pressed. . . ) anyway, I noticed three unnamed locations in the list, and i cant find them on the map. So, I created a trigger to flood those locations with air units, and ran it. See, they're some pretty huge locations, but they aren't where they are in the game, they're just. . . not there. Help? lol



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Mar 13 2008, 9:56 am The_Underscore Post #3



im not too good at understanding alliances, but i think that if you attack a comp who is allied to you, he will retaliate against the unit who attacked him for a short time. try running it and not shooting at him, see if that works.

with the trigger: any trigger owned by a player who left wont work, so if player 1 left and had the trigged in question, it wouldnt work. If have C: p1 brings 1 ... to ..., p2 bring 1 ... to ... etc. it wont work if he leaves. if you have C: p1 brings 0 ... to "a location which is everywhere it can be except ...", p2 brings 0 ... to "same place" etc. that will work if he leaves since his stuff will go to player 12 and therefore not stop the trigger working.

the 3 locations would be just a pixel big probably, which means you cant see them. it happens occasionally if you click empty land by accident in location view. you can select them in the list to delete them if they arent in use. if they are in use, that might screw up the map though, so backup first.



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Mar 13 2008, 11:35 am 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

Use the location list on the left below the minimap and click those unknown locations. If it is indeed a 1x1 pixel location you will notice a white pixel (the border) in the middle of the terrain view on the right after clicking it.

About the open slot problem: I can't think of an elegant way right now, but this will work:

<player force>
C: Always
A: Set deaths of 'Civ check DC' to 1 for Current Player (this will not affect absent players)

<player force>
C: Current Player brings at least 1 civ to 'certain area'
A: Set deaths of 'Civ check DC' for current player to 0

<player force>
C: <player force> has suffered at most 0 deaths of 'Civ check DC' (*
A: <Do your desired actions>

(* When using a force to count something (like deaths) all players' values will be added. In this case that means if all players have their civ in the location the result is 0. If 1 player has his civ outside the result is 1, if 2 players are outside the result is 2, etc.

I think you are familiar with death counts (dcs). If not check this tutorial and ask if there are questions left.




Mar 13 2008, 11:47 am Kainami Post #5



Someone already said so, but the computer will attack the unit for a short while. One possible way to solve this is to hyper trigger and keep on setting alliance for the computer (to you) and they will forget their former command.

With the open slot problem, if you ask for those requirements, it'll do exactly that. Therefore, is P1 is gone, it won't activate.



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Mar 13 2008, 4:19 pm Cardanis Post #6



Ty so much, and 2 more quick questions. First of all, how does a player affect the actions of a trigger? like C: Always A: Create 1 civ for players 1-4. Will the trigger still work if P1 isnt there? and just give a civ to P2,3,4?

Also, say I have a P2 trigger saying C: If P1 brings 0 civs to anywhere" and P1 is gone, will it still trigger since technically there are no P1 units there? Or since it says P1 will it not trigger.



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Mar 13 2008, 4:38 pm NudeRaider Post #7

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

Triggers owned by absent players will not run.

But triggers owned by present players can have actions or conditions for absent/neutral players if they use the explicit # of the player instead of for current player or a force. e.g. you can create neutral "ghost units" if you create a unit for absent P1. But I think with proper alliance settings they will return fire if attacked - not sure though...

P2's trigger checking for absent P1 will work the way you presumed.




Mar 14 2008, 12:22 am Cardanis Post #8



Got another one for ya. Since player 12 is neutral, hes pretty much useless to me. So, I've tried a few sample triggers with Unkown 13 under scmdraft. Basically, for all players, I tried to give control of a unit owned by player 11 to unknown 13, then from unknown 13 to me, but it didnt work. Any idea what's wrong?



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Mar 14 2008, 8:21 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

Yeah I know what's wrong. You tried using an action on a player that technically doesn't exist.

Players 13+ can be used to achieve strange effects, like garbling the terrain or increasing game speed x2 / x4. But that's highly unknown because every patch the effects change.
You can preplace units for them and see what happens. If you do it, be sure to submit your results. thx

P9-12 are not completely useless. You can apply several actions / conditions to them. However death/mineral counters are always 0 and all actions that are meant to run for current player have not effect too. Think of them as not fully usable players, but they are fine if you need some temporary players for some giving system.




Mar 14 2008, 9:29 pm Falkoner Post #10



Yeah, preplacing is about as much as you can do with 13+ any triggers don't effect them.



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Mar 15 2008, 7:57 am Master_Sergeant Post #11



I have a small question, too. I have the StarForge editor. I heard that can make half-built buildings with it. So how can I do that ?



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Mar 15 2008, 11:03 am 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

You need to place a unit sprite and check the disabled flag in the properties. Some buildings will crash the game when disabled.
Here's a tutorial on disabled sprite FX




Mar 15 2008, 4:02 pm Falkoner Post #13



Quote
You need to place a unit sprite and check the disabled flag in the properties. Some buildings will crash the game when disabled.
Here's a tutorial on disabled sprite FX

Yes, Kenoli thought that it needed to be organized in a different way when I first made that, so he organized it like that, here's the old organization:
http://Falkoner.CoW.GooglePages.com/Disabled_Sprite_Effects.html
Go to Terran Buildings and you can get all the information on them easier.



None.

Mar 16 2008, 1:30 am 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

LOL Falk, you can't resist advertising your homepage whenever possible, can you? :P

I think the organization is just a question of taste (though having the useless effects on the bottom might be more practical, while your organization is intended for those guys who want to study the subject and need to know EVERYTHING ^^).
However I mainly chose the maplantis version because it features screenshots, and is more straight to the point.
And it has no annoying red/yellow background... Can't you change that falk? Just make it darker, so it's more eye friendly ;)




Mar 16 2008, 2:59 am Falkoner Post #15



Well, I plan on having skins when I redo the whole website, so you whiners will get off my back :P



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[2024-5-10. : 8:46 pm]
NudeRaider -- Brusilov
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