Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: PassWord To Start
PassWord To Start
Jul 17 2008, 9:01 pm
By: 49281358723941702706  

Jul 17 2008, 9:01 pm 49281358723941702706 Post #1



Say I want to make it so you to push the button "a" to start my map. How would i do this? If it is hyper triggers please post the exact triggers. I have a beta map that I want only myself to be able to host until the final version is releaed.



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Jul 17 2008, 9:06 pm Vi3t-X Post #2



Its not possible to just press "A" and start the game off the bat.
However, if you have a building, say a stargate, and build an (A)rbiter, you can use triggers to start the game using that.



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Jul 17 2008, 9:40 pm Atlos Post #3



You can make a code using a specific sequence of Marines, Medics, Firebats, and Ghosts being built at the beginning. Although it's pretty easy to just open up the map and take the triggers out.



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Jul 17 2008, 9:41 pm 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

You can't detect raw keystrokes.

However you can make a civ and several beacons to set up a password entry system. The starting triggers of your map would only fire if one visited the beacons in the right order.
You can simply do that by adding 1 to a death count when he visited the beacons in the right order. Like this:

--- 1st digit --- (pass)
If Current Player has suffered exactly 0 deaths of 'password'
And Brings Civ to Beacon 5
> Add 1 to 'password' for Current Player
> Move Civ to 'Reset'

--- 2nd digit --- (pass)
If Current Player has suffered exactly 1 deaths of 'password'
And Brings Civ to Beacon 9
> Add 1 to 'password' for Current Player
> Move Civ to 'Reset'

--- 2nd digit --- (failed 1)
If Current Player has suffered exactly 1 deaths of 'password'
And Brings Civ to Beacon 1
> Set 'password' to 0 for Current Player
> Move Civ to 'Reset'

--- 2nd digit --- (failed 2)
If Current Player has suffered exactly 1 deaths of 'password'
And Brings Civ to Beacon 2
> Set 'password' to 0 for Current Player
> Move Civ to 'Reset'

... you get the idea.
When 'password' reached a certain value - say 4 for a 4 digit code - you start the map.

The code for this simple example would be 5-9. You can easily expand this.
Drawback is, one could check the triggers to find the sequence. Protect your map to keep at least the basic bnet noob out of your map.

Post has been edited 1 time(s), last time on Jul 17 2008, 10:23 pm by NudeRaider.




Jul 17 2008, 10:04 pm Atlos Post #5



Sorry, forgot that you wanted exact triggers. They are along the same line as nuderaider's.

Location 1 would be the location of the barracks

Quote
Current Player brings at least 1 men to location 1
----------
Kill all men for current player at location 1
preserve

Current player brings at least 1 ghost to location 1
Current player has suffered exactly 3 deaths of Counter
--------
Start game

Current player brings exactly 1 medic to location 1
Current player has suffered exactly 2 deaths of Counter
--------
Add 1 death for counter

Current player brings exactly 1 Firebat to location 1
Current player has suffered exactly 1 deaths of Counter
--------
Add 1 death for counter

Current player brings exactly 1 marine to location 1
Current player has suffered exactly 0 deaths of Counter
--------
Add 1 death for counter

Current player brings exactly 0 ghost to location 1
Current player brings at least 1 men to location 1
Current player has suffered exactly 3 deaths of Counter
--------
Set deaths to 0 for counter

Current player brings exactly 0 medic to location 1
Current player brings at least 1 men to location 1
Current player has suffered exactly 2 deaths of Counter
--------
Set deaths to 0 for counter

Current player brings exactly 0 firebat to location 1
Current player brings at least 1 men to location 1
Current player has suffered exactly 1 deaths of Counter
--------
Set deaths to 0 for counter

Current player brings exactly 0 marine to location 1
Current player brings at least 1 men to location 1
Current player has suffered exactly 0 deaths of Counter
--------
Set deaths to 0 for counter

Few things to note. This takes advantage of how units killed with the kill action take a trigger cycle to be cleared from Starcraft. You have to do the code backwards because otherwise if you have two of the same unit in a row for the code it will activate both. A little bit lengthier than nuderaider's but I think it's cleaner/more professional.

Post has been edited 1 time(s), last time on Jul 17 2008, 11:04 pm by Urmom(U).



None.

Jul 17 2008, 10:23 pm 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 name:Urmom(U)
Sorry, forgot that you wanted exact triggers. They are along the same line as nuderaider's.

Location 1 would be the location of the barracks

Quote
Current Player brings at least 1 men to location 1
----------
Kill all men for current player at location 1
preserve

Current player brings at least 1 ghost to location 1
Current player has suffered exactly 3 deaths of Counter
--------
Start game

Current player brings exactly 1 medic to location 1
Current player has suffered exactly 2 deaths of Counter
--------
Add 1 death for counter

Current player brings exactly 1 Firebat to location 1
Current player has suffered exactly 1 deaths of Counter
--------
Add 1 death for counter

Current player brings exactly 1 marine to location 1
Current player has suffered exactly 0 deaths of Counter
--------
Add 1 death for counter

Current player brings exactly 0 ghost to location 1
Current player has suffered exactly 3 deaths of Counter
--------
Set deaths to 0 for counter

Current player brings exactly 0 medic to location 1
Current player has suffered exactly 2 deaths of Counter
--------
Set deaths to 0 for counter

Current player brings exactly 0 firebat to location 1
Current player has suffered exactly 1 deaths of Counter
--------
Set deaths to 0 for counter

Current player brings exactly 0 marine to location 1
Current player has suffered exactly 0 deaths of Counter
--------
Set deaths to 0 for counter

Few things to note. This takes advantage of how units killed with the kill action take a trigger cycle to be cleared from Starcraft. You have to do the code backwards because otherwise if you have two of the same unit in a row for the code it will activate both. A little bit lengthier than nuderaider's but I think it's cleaner/more professional.
Uhm, if I haven't overlooked something this isn't complete.
There's a few triggers that set the death counter to 0 when there's no marine/bat/ghost/medic. That means if you enter the code too slow (next trigger cycle starts before the next unit has been built) you have to start over. And with hypers you would have to be REALLY fast, almost impossible.

You should add the condition "brings at least 1 [men] to location 1" to all triggers that set to 0.

Btw. Gamma you don't need hyper triggers for either method but it would speed it up a little.




Jul 17 2008, 11:04 pm Atlos Post #7



Oh, yup you're right. Nice catch, completely forgot about that. :P

I fixed my post.



None.

Jul 18 2008, 12:30 am Hug A Zergling Post #8



He doesn't want an actual "password" he just wants to set it up so it looks like an actual game. like "Press Start" on game screens



None.

Jul 18 2008, 12:34 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

Quote from Hug A Zergling
He doesn't want an actual "password" he just wants to set it up so it looks like an actual game. like "Press Start" on game screens
Nice if he wants that, but he won't get it, as we all know. So we presented an alternative. Better ideas?




Jul 18 2008, 12:34 am Hug A Zergling Post #10



Ah, i thought you misunderstood. I guess I misunderstood that you misunderstood :P



None.

Jul 18 2008, 6:40 am Falkoner Post #11



Well, it's not too difficult to make a basic start system, it wouldn't be like just pressing a button, but there are several systems, like the player could move a unit to a beacon, or basically any system here.



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Jul 18 2008, 9:42 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

I got another idea, which could get closer to what you want. It requires EUDs.
With EUDs you can detect when a unit is being selected. So you could use a unit or building or probably even beacon as the start button.
I'm a little confused about what I've read about it but if I understood it correctly you need to assign a control group to that unit before you can detect the selection.
But probably a EUD system would be too elaborate as a simple protection method, as elegant as it may be. Your choice.

Now that I think about it, isn't detection of control group non-shared (=desynching in multiplayer)?
Well maybe you can detect the unit selection without control group?! -lol I'm confused... Best you ask one of the EUD gurus.




Jul 18 2008, 12:52 pm Wormer Post #13



I've not read the whole topic, but just an idea. To make completely unbreakeable password system seem to be impossible but I have an advice. No matter what system will you create make it exploiting rarely known among people things about triggers execution like this: Command/Bring fine point. I think few people know about this. So if you make your system rather complex people will never understand why things are executed in this way! The people that dont know the details of bring/command conditions will never understand how this is working or at least this will give them a really good challenge! Belive me.



Some.

Jul 18 2008, 5:53 pm Ahli Post #14

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

wonderful idea wormer :D
then you can add some false triggers between and some triggers that update the bring/command information like centering a location.




Jul 18 2008, 10:48 pm Atlos Post #15



Still, people could just open the map and delete all those triggers. The sad part on why none of this will really work. :\

Cool idea though.



None.

Jul 18 2008, 11:33 pm Madroc Post #16



Quote from name:Urmom(U)
Still, people could just open the map and delete all those triggers. The sad part on why none of this will really work. :\

Cool idea though.
Well I for one would not risk getting rid of any triggers; it could totally kill the map. Just stick the command triggers somewhere in the middle of the list of triggers and no one will mess with it I'm sure (unless they just want the terrain)



None.

Jul 18 2008, 11:45 pm Atlos Post #17



The only way to tie this into the game triggers would be to have a switch named say "Game Start" be set when the password is correct. Then the conditions would have "Game Start is Set". To get by this, just delete all the password triggers and have a trigger set the switch, or replace it with Always.

Could still work against some Bnet noobs though. :\



None.

Jul 23 2008, 2:28 am Jello-Jigglers Post #18



Quote from name:Urmom(U)
Still, people could just open the map and delete all those triggers. The sad part on why none of this will really work. :\

Cool idea though.
You could add simple triggers so that if they delete those triggers the map will not run. And since protecting removes comments and location names, it would take a long time searching through comment-less triggers to figure out how everything meshed together. Longer than I would spend if I wanted to rig a map lol.



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[10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[09:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[05:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[05:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[05:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[05:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[03:19 pm]
No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
[2022-5-23. : 12:19 am]
Oh_Man -- Did martiss' link not work?
[2022-5-22. : 8:11 pm]
Zoan -- Also my KOTK maps all have the nooks and crannies issue when they didn't before; what changed?
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