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PyMS Developer
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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: CodeTrigger(All Players): Conditions: Always() Actions: EnableDebugMode() Cover 2x2 square of tiles in the top left with location 1 when switch 1 is set: CodeTrigger(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.
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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: 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.
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PyMS Developer
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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. |