Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Marching in a straight line
Marching in a straight line
May 17 2008, 4:40 pm
By: LosTZealoT  

May 17 2008, 4:40 pm LosTZealoT Post #1



Back again, with an old problem, but hopefully the very last I'll have with this thing.(TD, 8 Players)

Well, good news is the tower system works perfectly. No more pylon or unloading problems at all. There are two large problems left, after that, its all just touch up and balancing.

1. Still having an issue with P12 walking in a strait line. They enjoy the scenic route, off the side of the path. In many cases, units start to clump up a little for no apparent reason, causing some to get stuck. I know thing has to do with the terrain(Tileset: Twilight, Basilica(0016,02)) as the air level(I've only done about a 1/5 of the levels) goes through the original system fine. I got a reply on a previous thread(On Maplantis) that a waypoint system would work better. It did help a bit but I don't have enough locations. Any help on this would be appreciated.

2. This one is a bit more important. Kills -> Cash. I obviously cant use the perfect method as I have no free players to speak of. The issue is I have a good chance that two units will be killed at the same time. So, that kinda kills off many, if not all, the systems on the wiki. I could create the triggers that give cash for each kill(Player kills exactly 1 unit::Add 5 minerals for current player...Player kills exactly 2 unit::Add 5 minerals for current player...) however, with a full house, there are a total of 70 units, or 7 if its a boss level, a player can kill per level. Then, there are 8 players so 70*8=560. Then, there are 46 regular levels and 4 boss levels. 70*8*46 for regular levels plus 7*8*4 for boss levels. Thats a lotta triggers I doubt I have...

Help please :(



None.

May 17 2008, 8:34 pm Flying Sagittarius Post #2



Edit: Thanks for pointing out it won't work.

Post has been edited 1 time(s), last time on May 18 2008, 11:47 pm by Flying Sagittarius.



None.

May 17 2008, 8:49 pm LosTZealoT Post #3



I did see that system, but will it not screw up if two units are killed at the same time by the same player...?



None.

May 17 2008, 9:42 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Try this:

Effect:
Current Player

Conditions:
Current Player's kill count is at least 1 unit

Actions:
Add 5 ore to current player
Subtract 1 kill from Current Player <<<NOT POSSIBLE
Preserve Trigger
EPIC FAIL! When will the knowledge spread that you cannot modify the kill count directly ??? >_<

The basic method would be:
Players:
-Any
C:
-Current player has at least 1 kill score. (every kill gives kill score, so this detects if you killed at least 1 unit)
A:
-subtract 4800 kill score fur current player. (4800 because that is the highest possible kill score for 1 unit [hero BC's kill score])
-add teh mineralz or do sth else
-preserve trigger

Now modify the basic system:
You can modify this trigger for every level, if that level contains only 1 unit type (e.g. marines). [this would be perfect, if you wont mix units with different kill score in 1 level and you make sure that the next level only starts, if the player has 0 kill score]




-Ground units will run more straight if you order them to a location that is only a few tiles away. To make it nearly perfect, you need a location(1x2 or 2x1) after every 2 free tiles.
-Terrain left and right of the path can modify the unit's path, too (I recommend high ground).
-Different units walk different.
-The space between the units can be to small which leads to units trying to run around other units (even if they wont reach the other unit).
-The position on the map modifies the path, too.
-Your towers may modify the path, too.
Note: [WIth path I mean the path the individual unit will walk.]




May 17 2008, 10:29 pm LosTZealoT Post #5



lol, thanks for that help with the Kills -> Cash Trigger, I was reading the first few lines of your post when I realized how I could do it and how stupid I was not seeing that earlier :lol:

As for the path, I was trying to do make it so that there were many more locations guiding the units. The problem was that I don't have the locations to do it for all the paths. I am already using High Ground for the buildable area, but for the path itself I was using the Basilica. Any more suggestion on how to fix this running of path thing?



None.

May 18 2008, 1:56 am 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 LosTZealoT
As for the path, I was trying to do make it so that there were many more locations guiding the units. The problem was that I don't have the locations to do it for all the paths. I am already using High Ground for the buildable area, but for the path itself I was using the Basilica. Any more suggestion on how to fix this running of path thing?
Use diagonal paths. Units tend to walk diagonal instead of vertical or horizonal.

Another idea:
You said air units stay on the path just fine. How about using an invincible air unit (e.g. Ygdrassil, obs or scourge) as leaders?
Order the leader unit along the path and always center a location on it. Then order all ground units to move to this location.
Possible improvements would be more leaders and/or a large location centered on them and order only the units inside that location to move to that location.
You could further improve it by using 2 locations per leader a small one and a large one. The small location is alway centered on the leader. Make a timer that centers the large location every say 10s on the leader so it is lagging behind, and just before the recenter action order all ground units in the large location to move to the small location. You'll need failsafes that order all units at anywhere to the end of the path just before you give the individual orders.




May 18 2008, 2:37 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

Kills to cash Perfect
It uses a computer, but Tuxedo Templar managed to come up with a way to not use a computer. I don't have that method on me, sorry. My method works fairly quickly, but you'll want to use zerglings instead of flame traps, but if you want to have different mineral rewards for each kill, and you use flying units, you'll need to use archons. A much simpler, but less accurate method is Ahli's, or you can check the wiki.

As for walking in a straight line, I recall someone had an experimental map that let people walk in a straight line. And no, it's not the one I submitted in the static maplantis database.



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

May 18 2008, 3:10 am LosTZealoT Post #8



I looked through Maplantis's db and didn't find that map(Besides yours)



None.

May 18 2008, 4:07 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

That's because it wasn't submitted there. It was in the forums I believe. You might try surfing through the experimental maps though. It wasn't an interesting topic, so I didn't read it, but I remember it was there. It's quite possible it was before the DDoS on maplantis by idiots, and was lost.



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

May 19 2008, 1:30 am LosTZealoT Post #10



No luck in finding it :(

Anyone know the system that was used in that map or another one?



None.

May 19 2008, 4:10 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

I hope I didn't dream it. I'm not that old yet.



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

May 19 2008, 7:54 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

Lol Rockz ^^
@LostZealot: Try ask Tux via PM/IM/WB.




May 19 2008, 9:36 am The Starport Post #13



Yes I did. But it had some issues and its hardly worth the effort involved to get it working correctly (compared to the comp method).

That is, unless I can remake it as text triggers...



None.

May 19 2008, 9:03 pm LosTZealoT Post #14



For the kills system Im fine, its the walking system that has errors(Aka not walking on the path). Only in StarCraft is a straight line NOT the shortest distance between two points....



None.

May 20 2008, 4:26 am FatalException Post #15



What direction(s) is/are the units going? Have you made sure that there is a straight line in the direction going from the exact place that the faulting unit is spawned to its destination? Units always move toward the center of a location when ordered to go to it, so that may be causing a problem (even if there's a straight line between the center of the location they're spawned in and the center of their destination).

Sorry if my questions have already been answered elsewhere, I only read this topic.

Also:
Quote from Ahli
The basic method would be:
Players:
-Any
C:
-Current player has at least 1 kill score. (every kill gives kill score, so this detects if you killed at least 1 unit)
A:
-subtract 4800 kill score fur current player. (4800 because that is the highest possible kill score for 1 unit [hero BC's kill score])
-add teh mineralz or do sth else
-preserve trigger
The bold should just be "Set to 0". If the player kills a broodling and they get 4800 kill score subtracted, they'll have -4775 kill score, and thus wouldn't be getting more minerals any time soon. :P

Post has been edited 1 time(s), last time on May 20 2008, 4:41 am by FatalException.



None.

May 20 2008, 6:27 am rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

Scores and deaths don't go negative in game by subtracting. At least I don't think they do.



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

May 20 2008, 8:29 am NudeRaider Post #17

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're right rockz.


Quote from LosTZealoT
For the kills system Im fine, its the walking system that has errors(Aka not walking on the path). Only in StarCraft is a straight line NOT the shortest distance between two points....
Quote from NudeRaider
Quote from LosTZealoT
As for the path, I was trying to do make it so that there were many more locations guiding the units. The problem was that I don't have the locations to do it for all the paths. I am already using High Ground for the buildable area, but for the path itself I was using the Basilica. Any more suggestion on how to fix this running of path thing?
Use diagonal paths. Units tend to walk diagonal instead of vertical or horizonal.

Another idea:
You said air units stay on the path just fine. How about using an invincible air unit (e.g. Ygdrassil, obs or scourge) as leaders?
Order the leader unit along the path and always center a location on it. Then order all ground units to move to this location.
Possible improvements would be more leaders and/or a large location centered on them and order only the units inside that location to move to that location.
You could further improve it by using 2 locations per leader a small one and a large one. The small location is alway centered on the leader. Make a timer that centers the large location every say 10s on the leader so it is lagging behind, and just before the recenter action order all ground units in the large location to move to the small location. You'll need failsafes that order all units at anywhere to the end of the path just before you give the individual orders.
This doesn't work? Why? Maybe we can work the problems out if you tell us what goes wrong.




May 20 2008, 2:24 pm rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

According to the wiki, it says numerical values (deaths, scores etc...) can range into the negatives. Is that even possible?



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

May 20 2008, 6:28 pm NudeRaider Post #19

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 rockz
According to the wiki, it says numerical values (deaths, scores etc...) can range into the negatives. Is that even possible?
Maybe the wiki means they're defined as signed. But I know for sure the subtract command never creates negatives. Be it minerals or deaths or whatever.
Though maybe it's possible via the set command when you have an editor that supports negative values.




May 20 2008, 8:49 pm LosTZealoT Post #20



To give you all a better Idea of the problem, I have a picture of the map and a screenshot of the problem.

Map:
http://img175.imageshack.us/my.php?image=atd1ws6.jpg
Screenie:
http://img168.imageshack.us/my.php?image=scscrnshot051108131239vx5.gif

The locations that direct the units are 2x1 or 1x2, based on direction the path continues in, and are located at each corner. As you can see, they kinda like to randomly leave the path. Most of the time, this happens on the first stretches, not the middle as seen in the screenshot.



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[12:51 am]
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Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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