Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: starforge propertie
starforge propertie
Apr 3 2008, 12:08 am
By: lilneo  

Apr 3 2008, 12:08 am lilneo Post #1



ok so, i know everyhing sees starforge and thinks im a noob, but i really do like starforge and the way its triggers work, i dont really understand scm draft although i do use scm draft for terrain editing and creating. ok now to problem - my problem is that i want to do creatunitwithproperties(count,unit,where,player,properties); except that for the properties i want to make them invincible and ive always known invincible to be number 4 i believe and i checked i made a trigger with scxe then opened in starforge and it was 4, but when i do it, they arent invincible. what number is invincibility?
~lilneo



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Apr 3 2008, 12:20 am Falkoner Post #2



Why not use Classic Trigedit? It makes it all a lot easier.



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Apr 3 2008, 1:40 am DT_Battlekruser Post #3



I think it is based on the CUWP slot number, so its not just a factor of the binary flags. You can also use the SetInvincibility() action.

Don't feel bad about using Starforge. Perhaps its discontinuation from development cost it the love of the community, but it still contains a vastly superior trigger editor, barring the very few things that need to be done from a GUI-based editor.




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Apr 3 2008, 3:10 am lilneo Post #4



setinvincibility!!! agh damit i knew that existed! but i just couldnt find it XD thanks man i was using modifyhitpoints or somin lol XD



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Apr 3 2008, 5:15 am NudeRaider Post #5

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

Wait, in Starforge you have to know which number corresponds to the properties you want?!
I haven't tried that, but I can't believe it. Good luck trying to find out 45% hp and 80% mana... O.o




Apr 3 2008, 7:11 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Well SF is the only one which does EUDs, from what I understand, and is incredibly fast. It's horribly crippled though (comments practically required, no moving triggers). Like a guy in a powered wheelchair.

Post has been edited 1 time(s), last time on Apr 3 2008, 11:15 pm by rockz.



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

Apr 3 2008, 7:15 am DT_Battlekruser Post #7



Obviously Starforge isn't perfect, but its sheer triggering speed through text triggers and autocompletion completely blows away any other editor (by at least a factor of three if not an order of magnitude). Why people prefer to do all their triggering at slower speeds is something I'll never understand.

Quote
I haven't tried that, but I can't believe it. Good luck trying to find out 45% hp and 80% mana... O.o

You need to have the number of the CUWP slot, which is a piece of data in your CHK that has the settings for a given CUWP action. When you create the action "Create Unit With Properties" in Staredit, it allocates some CHK space for a directive of the properties you select, and then the bytespace containing the trigger action is just a pointer to that slot.




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Apr 3 2008, 7:19 am Demented Shaman Post #8



Quote from DT_Battlekruser
Obviously Starforge isn't perfect, but its sheer triggering speed through text triggers and autocompletion completely blows away any other editor (by at least a factor of three if not an order of magnitude). Why people prefer to do all their triggering at slower speeds is something I'll never understand.
You're actually describing SCMDraft's trigedit, minus the autocompletion. Starforge's trigger editor is a crappy mix of a text editor with a gui. Classic trigedit and trigedit own it.

And in this case Tux's expert reputation is actually good for something. He can attest to the fact that trigedit is the best thing for triggering.

Post has been edited 2 time(s), last time on Apr 4 2008, 7:42 pm by devilesk.



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Apr 4 2008, 10:33 pm lilneo Post #9



O.o so ur argueing about a side comment now xD ok well while ur at it can someone give me a good level example, i tried this:
Conditions:
always();
Actions:
setswitch(switch 1,set);
setcountdowntimer(setto,90);

Conditions:
coutdowntimer(atmost,0);
switch(switch 1, set);

Actions:
"level actions to start level and create units"
setswitch(switch 1,clear);

Conditions:
switch(switch 1,clear);
bring(p8,atmost,0,overlord,anywhere);

Actions:
"level 2 actions"
setcountdowntimer(setto,90);
setswitch(switch 2,clear);


and i continued with that for 4 levels and level one worked fine, (i preset switch 1 to set and 2+ to clear) but as soon as all the overlords were dead level 2 wouldnt start.... and yes i know, p8 is only used for my levels in this game, only units that p8 has is the ones that get killed. can someone help? i see all conditions being met but its not working!



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Apr 5 2008, 2:58 am DT_Battlekruser Post #10



You obviously didn't post every trigger regarding the change of state of switches, but I'm going to guess something gets off (sorry if that isn't more specific).

It's more more efficient to use a single death counter to keep track of your levels, because you don't need to worry about an array of switches.

e.g.
-----
Always();
--
SetDeaths(player,SetTo,1,unit);
SetCoundownTimer(SetTo,90);
-----
CoundownTimer(AtMost,0);
Deaths(player,Exactly,1,unit);
--
//create level 1 units
-----
Bring(player,AtMost,0,unit level 1,Anywhere);
Deaths(player,Exactly,1,unit);
--
SetDeaths(player,SetTo,2,unit);
SetCountdownTimer(SetTo,90);
-----

and so on.




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Apr 5 2008, 3:03 am MindArchon Post #11



If I remember correctly (which I can't, so correct me if I'm wrong), you can't edit CUWP slots in Starforge anyway. You'll have to use Uberation or SCMDraft2 to edit the CUWP slot, then reference it from Starforge.



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Apr 5 2008, 3:14 am lilneo Post #12



CUWP ok wtf is that? aswell as EUD what does those mean, and i will try your level example and say if it works ;)



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Apr 5 2008, 3:32 am DT_Battlekruser Post #13



Create Unit With Properties.

Quote from MindArchon
If I remember correctly (which I can't, so correct me if I'm wrong), you can't edit CUWP slots in Starforge anyway. You'll have to use Uberation or SCMDraft2 to edit the CUWP slot, then reference it from Starforge.

That's correct. I don't remember if GUI TrigEdit could actually reference a CUWP slot by ID or not though..




None.

Apr 5 2008, 3:36 am lilneo Post #14



ok so i have tested thatlevel thing exactly like this:
---------Conditions:
Always();
----------Actions:
SetDeaths(P8, SetTo, 1, Nuclear Missile);
SetCountdownTimer(SetTo, 90);
Comment("set lvl 1");
----------Conditions:
CountdownTimer(AtMost, 0);
Deaths(P8, Exactly, 1, Nuclear Missile);
----------Actions:
DisplayText("Level 1 - overlord", 4);
CreateUnit(10, Overlord, start, P8);
Wait(10000);
CreateUnit(10, Overlord, start, P8);
Wait(10000);
CreateUnit(10, Overlord, start, P8);
Wait(10000);
CreateUnit(10, Overlord, start, P8);
Wait(10000);
CreateUnit(10, Overlord, start, P8);
Comment("Level 1");
----------
ok and i continued that for level 2:

----------Conditions:
Bring(P8, Exactly, 0, Overlord, Anywhere);
Deaths(P8, Exactly, 1, Nuclear Missile);

----------Actions:
SetDeaths(P8, SetTo, 2, Nuclear Missile);
SetCountdownTimer(SetTo, 90);
Comment("set lvl 2");

----------Conditions:
CountdownTimer(AtMost, 0);
Deaths(P8, Exactly, 2, Overlord);

----------Actions:
DisplayText("Level 2 - valkyrie", 4);
CreateUnit(10, Valkyrie, start, P8);
Wait(10000);
CreateUnit(10, Valkyrie, start, P8);
Wait(10000);
CreateUnit(10, Valkyrie, start, P8);
Wait(10000);
CreateUnit(10, Valkyrie, start, P8);
Wait(10000);
CreateUnit(10, Valkyrie, start, P8);
Comment("Level 2");
---------

And from that level 1 does not even start.



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Apr 5 2008, 4:07 am Kenoli Post #15



Quote
I don't remember if GUI TrigEdit could actually reference a CUWP slot by ID or not though..
Classic trigedit uses an interface like Staredit's, where you select properties for each action.



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Apr 5 2008, 4:26 am JaBoK Post #16



Triggering...

It's called "find and replace" mixed up with some copy paste skills.

I have a set I use for generic switching over of death counters (adding and subtracting), simply open the word doc, replace X and Y with the two death counters and maze Z the universal step that it comes at (basically, I have a DC for each step in a cycle, and one word doc automatically will add X to Y, or subtract X from Y.

I also use this to copy triggers from player to player, etc.

What I think we need is a java program to write massive amounts of triggers for us.

IE the GUI would be "triggers for start of function" in a box, then simply everything the function does, switching over variables, setting death counters mainly. With something like that you could make a pretty intricate web of DCs and do stuff like percentages, a totally perfect vHP system and all that.



None.

Apr 5 2008, 4:37 am Falkoner Post #17



Yeah, there are trigger duplicators that can do exactly that. They might be VB though, not certain.



None.

Apr 6 2008, 12:22 am lilneo Post #18



is anyone gona help with my level problem or talk about stuf i have no clue wat it is....

NEVERMIND THIS TOPIC. i have figured out whats wrong!

Post has been edited 1 time(s), last time on Apr 6 2008, 4:20 am by lilneo.



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