Mine Maze
May 10 2008, 12:31 am
By: Zergblender  

May 10 2008, 12:31 am Zergblender Post #1



So the other day I was fooling around with scmdraft, wanting to see how long I could make a spidermine travel untill it reaches it's target.
Therefor I made a 64x64 mirrored maze map with 8 spidermines in different endings and my civ in the middle.
as soon as I moved it out of the middle, the mines would jump up and start running, after which I waited... waited and waited.. Nothing happened :ermm:
So I started exploring the maze untill I encountered one of the mines, planted across another gap. Again it would jump up and start running.
I found out that each time they burrowed somewhere up ahead, getting closer to an intersection where they could pwn my civ.

Now this made me come up with a fun concept:
A maze with 6 human players, each controlling a defiler, and a computer player owning mines, randomly spread across the map.
The players are supposed to win by moving the mines (casting dark swarm which creates a hallucination that can lure the mines) in such a way that they trap the others, eventualy killing them.

First I thought using hyper triggers and locations tagged on the mines that would kill any hallucination within a certain radius to prevent the mines from exploding on them. However, this method fails.

How would you solve this problem?



None.

May 10 2008, 12:53 am Falkoner Post #2



Do exactly what you want except:
When a player casts a dark swarm, center a location on the dark swarm, remove it, create a hallucinated unit for player 7. Now, it's time for the real triggering.

Have two locations, one the size you want the hallucination to blow up when spidermines get near, and one pixel size and then make triggers like this:

C:
Player 7 brings at least 1 (hallucinated unit) to (playing area)
A:
Center locationbig on (hallucinated unit) owned by player 7 at (playing area)
Center locationtiny on (hallucinated unit) owned by player 7 at (playing area)
Give 1 (hallucinated unit) for player 7 at Anywhere to Player 8
Remove 1 (Unused unit) at (any location) for (any player)
Preserve Trigger

C:
Player 8 brings at least 1 spider mine to locationbig
A:
Kill 1 hallucinated unit at locationtiny for player 8
Remove 1 (Unused unit) at (any location) for (any player)
Preserve Trigger

Now copy those two triggers, in that order about 50 times.

And then have this trigger:
C:
Player 7 brings at exactly 0 (hallucinated unit) to (playing area)
A:
Give all (hallucinated unit) for player 8 at Anywhere to Player 7
Remove 1 (Unused unit) at (any location) for (any player)
Preserve Trigger



None.

May 10 2008, 1:25 am Zergblender Post #3



I failed to mention I'm not as experienced with advanced triggering as some of you.
I do not clearly understand this. despite that, I'll give it a shot. Thx

Also, should I succeed in the creation of this map, I would like to dedicate it to Clan DyNe, so go ahead and think of a DyNe name for it if you want.



None.

May 10 2008, 2:12 am stickynote Post #4



It must rhyme. Mine DyNe.



None.

May 10 2008, 4:17 pm Falkoner Post #5



I think you get the majority of the triggering idea, basically it just runs through all the hallucinated units and checks for mines near them, you copy it repeatedly so it happens all in the same trigger loop.

The Remove 1 (Unused unit) at (any location) for (any player) is added so that the bring condition is refreshed for the trigger directly after it.



None.

May 10 2008, 6:22 pm Wormer Post #6



This will result in hallucinated unit's constant deselecting, won't it?
Plus I think the refresh remove action is not necessary because you use different locations in the two consequent bring conditions.
And finally, as far as I remember hallucinated units are not detected via bring condition.



Some.

May 10 2008, 6:59 pm Falkoner Post #7



Yes, it will deselect them, the remove action IS necessary since it gives them after centering the locations, but that last part is a problem, you might have to use a real unit, then just remove it and create and kill a hallucination, or kill it if you don't care about the death animation.



None.

May 10 2008, 8:17 pm Wormer Post #8



Falkoner, it's no matter if you give them after centering the location or not since you're using another location in the next trigger's condition which is forceing automatic refresh. Refresh is not held only as long as you're using the same location in the bring conditions executeing in a row. Specifying different location in the bring condition causes automatic refresh.

Post has been edited 2 time(s), last time on May 10 2008, 8:32 pm by Wormer.



Some.

May 10 2008, 9:29 pm Falkoner Post #9



Okay then, it wouldn't have caused any problems anyway, so I guess it's unneeded, but if you get any problems, try adding it back and in and see if it works.



None.

May 10 2008, 11:31 pm Brontobyte Post #10



Quote from Zergblender
I would like to dedicate it to Clan DyNe, so go ahead and think of a DyNe name for it if you want.

I was saving this one for a rainy day: DyNeomite



None.

May 12 2008, 9:40 pm Zergblender Post #11



Quote from Brontobyte
I was saving this one for a rainy day: DyNeomite
^Win =D

I wish the mirror option would work in rectangular terrain. :wtfage:

Post has been edited 1 time(s), last time on May 12 2008, 10:22 pm by Zergblender.



None.

May 12 2008, 11:30 pm Rantent Post #12



Sounds like a fun concept, I'd like to see it.



None.

May 13 2008, 10:15 pm Falkoner Post #13



He keeps whining to me about how hard it is :P



None.

May 14 2008, 12:11 pm Zergblender Post #14



Quote from Falkoner
He keeps whining to me about how hard it is :P
Hey, that's not true, you liar. :omfg:
I just say my mazes suck because the mines keep taking shortcuts to blow my defilers to smithereens. :><:



None.

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