Staredit Network > Forums > Modding Discussion > Topic: LocUnlock v1
LocUnlock v1
Sep 15 2008, 4:57 am
By: poiuy_qwert  

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

PyMS and ProTRG developer

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

Post has been edited 1 time(s), last time on Sep 15 2008, 9:46 pm by poiuy_qwert.




Sep 15 2008, 8:23 pm Sand Wraith Post #2

she*

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...




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

PyMS and ProTRG developer

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.




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

Dungeon Master

I want to see mods that make use of this. GOGO EVERYONE.



:voy: :jaff: :voy: :jaff:

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

aka idmontie

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.



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

👻 👾 👽 💪

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.



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

PyMS and ProTRG developer

Well PyTRG has had TrigPlug support in it for 3 version's. If you don't mind releasing an alpha then do it! :P




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



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?



None.

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

PyMS and ProTRG developer

Anything possible in UMS (and new things too) is now possible. So yes that is possible.




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



Quote from poiuy_qwert
Anything possible in UMS (and new things too) is now possible. So yes that is possible.
Can I cuddle you? ^^



None.

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



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.



None.

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

ALL PRAISE YOUR SUPREME LORD CORBO

Oh god! Give me your babies!




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

PyMS and ProTRG developer

Im glad you guys like it :)




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



...The possibilites. Great job with this.



None.

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

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

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.

Post has been edited 3 time(s), last time on Sep 23 2008, 2:38 am by Hercanic.




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

PyMS and ProTRG developer

It should work fine in multiplayer but i've never actually tested it :O




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



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!



None.

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

aka idmontie

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.



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

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

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?




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

PyMS and ProTRG developer

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.




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[02:12 pm]
Suicidal Insanity -- Its a censored photo of course :P
[12:53 pm]
jjf28 -- NudeRaider
NudeRaider shouted: jjf28 honest question: I don't see them. Where are they?
now you know why I used the qualifier "practically"
[11:45 am]
Mini Moose 2707 -- NudeRaider
NudeRaider shouted: Mini Moose 2707 Not sure if Az meant that but it also contains more information than the converted format. Not only does it give the number of dcs/s but also the time of a trigger loop.
Also, yes, this is how rates work LMAO
[11:37 am]
Mini Moose 2707 -- NudeRaider
NudeRaider shouted: Mini Moose 2707 Not sure if Az meant that but it also contains more information than the converted format. Not only does it give the number of dcs/s but also the time of a trigger loop.
Nah, Az just mentioned source material for memes.
[11:37 am]
Mini Moose 2707 -- NudeRaider
NudeRaider shouted: NudeRaider also lacking the unit. smh
Yeah, can't infer them from what I quoted either, so I guess they're lost forever. :( :( :(
[11:34 am]
Mini Moose 2707 -- NudeRaider
NudeRaider shouted: Mini Moose 2707 just 2.5 hours late :P
Just seven hours late :P
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