Staredit Network
LocUnlock v1, Modders finally get locations in melee!

Creator: MC˛poiuy_qwert
Time: Sep 15 2008, 4:57 am

Post #1     MC˛poiuy_qwert Sep 15 2008, 4:57 am

[Avatar]
PyMS and ProTRG Developer
offlinecontact
LocUnlock is an MPQDraft and FireGraft v0.93 plugin supporting SC:BW versions 1.15.1 to 1.15.3 (1.15.2 and 1.15.3 are currently not supported by FireGraft v0.93), designed to allow modders the use of locations in game types other then Use Map Settings. The two things you can do with this plugin is make the Anywhere location cover the whole map with all elevation levels, or set one or more values (top left x/y, bottom right x/y, and elevation flags) of any location you want.


MPQDraft Installation/Application:
1) Extract LocUnlock.qdp to your MPQDraft folder
2) When creating a SEMPQ or loading an MPQ patch, make sure the "LocUnlock v1" plugin checkbox is checked


FireGraft v0.93 Installation/Application:
1) Extract LocUnlock.qdp to your FireGraft folder
2) When editing your project, go to the Plugins tab
3) Click tha add Add button under MPQDraft plugin, and select LocUnlock.qdp


Usage:
LocUnlock uses the EnableDebugMode (which is currently only supported by PyTRG) action to edit locations, and takes its parameters from the Start Locations (unit 214) death count of different players:
Player 2: Location number
Player 3: Values to change (bitmask: 1 = top left X, 2 = top left Y, 4 = bottom right X, 8 = bottom right Y, 16 = flags)
Player 4: Top left X
Player 5: Top left Y
Player 6: Bottom right X
Player 7: Bottom right Y
Player 8: Elevation flags (bitmask: 1 = Low Elevation, 2 = Medium Elevation, 4 = High Elevation, 8 = Low Air, 16 = Medium Air, 32 = High Air)

If the Location number or Values to change is 0, then the Anywhere location is automatically set to cover the whole map with all flags set (like how it starts for UMS maps).


Examples:
Make Anywhere cover the whole map at the start of the game:

Code

Trigger(All Players):
    Conditions:
        Always()
    Actions:
        EnableDebugMode()


Cover 2x2 square of tiles in the top left with location 1 when switch 1 is set:

Code

Trigger(All Players):
    Conditions:
        Switch(1, Set)
    Actions:
        SetDeaths(Player 2, Start Location, Set To, 1)
        SetDeaths(Player 3, Start Location, Set To, 31)
        SetDeaths(Player 4, Start Location, Set To, 0)
        SetDeaths(Player 5, Start Location, Set To, 0)
        SetDeaths(Player 6, Start Location, Set To, 64)
        SetDeaths(Player 7, Start Location, Set To, 64)
        SetDeaths(Player 8, Start Location, Set To, 63)
        EnableDebugMode()



Credits:
bajadulce: Giving me the idea to make this and for hosting!
Doodle: Some code I used to learn from
A_of-s_t: Helping, and being cool
DiscipleOfAdun: Supplied function to get the SC version and for mucho grande help!

Download: LocUnlock.zip
This post was edited 1 time, last edit by poiuy_qwert: Sep 15 2008, 9:46 pm.
0
Top

Post #2     New-.Hydrolisk Sep 15 2008, 8:23 pm

[Avatar]
New-/Hydrolisk
offlinecontact
All hail, lord of Locations!

It seems that we have to use PyTRG to utilize this plug-in, correct (or not)?

I should expand my modding knowledge to encompass the use of locations...
0
-Mods:
Top

Post #3     MC˛poiuy_qwert Sep 15 2008, 9:23 pm

[Avatar]
PyMS and ProTRG Developer
offlinecontact
Well the EnableDebugMode action is not supported by any map editor, and I don't know of any trg editors other then PyTRG. You could always hex edit the trigger, or (someone just told me) you can use uberation to do raw triggers. But if my vote counts i'd say PyTRG is better then those options.
0
Top

Post #4     Symmetry Sep 15 2008, 9:23 pm

[Avatar]
offlinecontact
I want to see mods that make use of this. GOGO EVERYONE.
0
Top

Post #5     A_of-s_t Sep 15 2008, 9:48 pm

[Avatar]
Master of Temptation, Ruler of Aeronotics, and Secret Lover
offlinecontact
My mod already is uses a special plugin that enabled triggers, but that won't be out for a while... so maybe someone should make a quick mod sporting this new technology :P .
0
Good bye.
Top

Post #6     O)FaRTy1billion Sep 15 2008, 10:22 pm

[Avatar]
Remember the game! P.s.: Feldspar.
offlinecontact
Too bad TrigPlug isn't nearly finished. I guess you could release the alpha with PyTrg, but only specific players and units would work for most things.
0
(user posted image)
This page has been viewed (user posted image) times!
Top

Post #7     MC˛poiuy_qwert Sep 15 2008, 10:32 pm

[Avatar]
PyMS and ProTRG Developer
offlinecontact
Well PyTRG has had TrigPlug support in it for 3 version's. If you don't mind releasing an alpha then do it! :P
0
Top

Post #8     FlyingHat Sep 16 2008, 1:24 am

[Avatar]
offlinecontact
Say that I create a 1x1 location using this tool and center on a CC for the entire game.
When the CC creates a certain unit it triggers a crapload of observers to spawn out of the location and constantly move toward the location for a nice blurry shield effect.

Iz eet possible?
0
(user posted image)
Top

Post #9     MC˛poiuy_qwert Sep 16 2008, 1:34 am

[Avatar]
PyMS and ProTRG Developer
offlinecontact
Anything possible in UMS (and new things too) is now possible. So yes that is possible.
0
Top

Post #10     FlyingHat Sep 16 2008, 1:37 am

[Avatar]
offlinecontact
Quote from poiuy_qwert
Anything possible in UMS (and new things too) is now possible. So yes that is possible.
Can I cuddle you? ^^
0
(user posted image)
Top

Post #11     bajadulce Sep 16 2008, 1:44 am

[Avatar]
bannedcontact
EPIC win for modders! This new tool will add new dimensions to gameplay and it will be fun exploring new ideas that can be created with this. I'll be sure to give it a try soon.
0
Top

Post #12     [Corbo]:] Sep 16 2008, 4:31 am

[Avatar]
One day you're in and the next day you're out.
offlinecontact
Oh god! Give me your babies!
0
(user posted image)
Top

Post #13     MC˛poiuy_qwert Sep 18 2008, 5:29 pm

[Avatar]
PyMS and ProTRG Developer
offlinecontact
Im glad you guys like it :)
0
Top

Post #14     Deathman101 Sep 18 2008, 11:03 pm

[Avatar]
Nice catch, chucklenuts!
offlinecontact
...The possibilites. Great job with this.
0
You will shoot them, and they will stick to the wall, and they will die.
Top

Post #15     MC˛Hercanic Sep 23 2008, 2:18 am

[Avatar]
offlinecontact
Dear Poiuy Qwert:
Very cool! Shame I had never invested any time into learning mapping/triggering, having preferred modding and for all those years knowing triggering could not be used in mods. I want to do something with LocUnlock, but I have no idea what. =o[

Does it work fine in multiplayer games?


Dear Flying Hat:
Quote from FlyingHat
Say that I create a 1x1 location using this tool and center on a CC for the entire game.
When the CC creates a certain unit it triggers a crapload of observers to spawn out of the location and constantly move toward the location for a nice blurry shield effect.

Iz eet possible?
Actually, that should already be possible with Iscripting, just with image calls instead of spawning actual units. Most any visual effects accomplished by UMS mappers is outclassed by iscripting. I see LocUnlock being much more useful to game mechanics.
This post was edited 3 times, last edit by Hercanic: Sep 23 2008, 2:38 am.
0
(user posted image)
                                                                              We mod Starcraft.
Top

Post #16     MC˛poiuy_qwert Sep 23 2008, 4:11 am

[Avatar]
PyMS and ProTRG Developer
offlinecontact
It should work fine in multiplayer but i've never actually tested it :O
0
Top

Post #17     bajadulce Sep 23 2008, 8:00 am

[Avatar]
bannedcontact
Quote from poiuy_qwert
...but i've never actually tested it :O
wth? :O

I am dying to try this out myself. I was pushing hard for this so I could implement some fun ideas in my mod, but just have been so busy with another project. Soon tho!
0
Top

Post #18     A_of-s_t Sep 23 2008, 11:14 pm

[Avatar]
Master of Temptation, Ruler of Aeronotics, and Secret Lover
offlinecontact
Quote from poiuy_qwert
It should work fine in multiplayer but i've never actually tested it :O
Well, I've looked over the code and there is no reason it SHOULDN'T work, unless someone purposely tries to make it phail.
0
Good bye.
Top

Post #19     MC˛Hercanic Sep 24 2008, 3:25 pm

[Avatar]
offlinecontact
Pardon if any of these are basic, or "no duh", questions:

1. How many locations can be made/exist?

2. Can locations be removed?

3. Do you predefine each location, or is creation dynamic? As in, could I specify a new 2x2 location to be created and centered on every Marine every player makes?
0
(user posted image)
                                                                              We mod Starcraft.
Top

Post #20     MC˛poiuy_qwert Sep 24 2008, 9:57 pm

[Avatar]
PyMS and ProTRG Developer
offlinecontact
1. 255 locations exist
2. Locations always exists, you cant remove them, just stop using them.
3. Since locations always exist, you don't actually create them, LocUnlock lets you change any property about any location at anytime, then you can do whatever you want with it. Centering would be done with the normal Center Location action.
0
Top
0 members in this topic (italic members are currently writing a reply): None
+ 0 guest(s)


[06:25 pm]
rockz -- just correct him.
[06:25 pm]
RIVE -- 4chan did not make these words, you know?
[06:23 pm]
[MadZombie! -- No, chan words seem to be an isolated case for him. For absolutley no raisins what so ever. At least his ignorace makes me laugh. It never fails. :C
[06:18 pm]
rockz -- So he pronounces "theme" as "thee me"? And "biped" "bi peed"? Low lee is actually more correct, since it's derived from lolita.
[06:18 pm]
RIVE -- I wonder how Feldman is handling it
[06:17 pm]
RIVE -- I'm going to go watch the Lost Boys to pay my respect
[06:16 pm]
RIVE -- Whoa, Corey Haim died last night!
Please log in to shout.

©2003-2010 Staredit Network.
Starcraft & Starcraft II are trademarks of Blizzard Entertainment.
Site Index   |   Terms of Service   |   Privacy Policy   |   Contributions