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LocUnlock v1, Modders finally get locations in melee!

Creator: MC²poiuy_qwert
Time: Sep 15 2008, 4:57 am

Post #21     O)FaRTy1billion Sep 30 2008, 8:47 pm

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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.
To further specify: locations that havn't been placed or those that have been deleted are at coordinates (0,0),(0,0). Placing the location just sets the coordinates.

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Post #22     MC²Hercanic Oct 1 2008, 4:23 am

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Q2. Can locations be removed?

A2. Locations always exists, you cant remove them, just stop using them.
If you just stop using them, that could cause problems depending on how the location is being used.


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locations that havn't been placed or those that have been deleted
By deleted, is there a trigger command to delete a location? Or is that accomplished by telling it to resize and move the location back to 0,0?


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Q3. 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?

A3. 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.
Okay, but please understand I am very unfamiliar with triggering. Can triggers create locations dynamically or does each individual location need to be predefined? Can I make a trigger that centers a new, unique location over each CC any player builds?

1. “If player builds CC, center a 2x2 location on it” – So with this it doesn’t matter how many CCs are built (up to 255), each one would have a 2x2 location over it.

2. “If player builds CC, center location A1 on it” – With this, each time a new CC is built, the same location would be moved, preventing the possibility of any sustained effects on more than one CC.

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Post #23     MC²poiuy_qwert Oct 1 2008, 5:10 am

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Quote from Hercanic
Quote from poiuy_qwert
Q2. Can locations be removed?

A2. Locations always exists, you cant remove them, just stop using them.
If you just stop using them, that could cause problems depending on how the location is being used.

If you stop using it, that means no actions or conditions use it, so the location effects nothing at all ever.

Quote from Hercanic
Quote from O)FaRTy1billion[MM]
locations that havn't been placed or those that have been deleted
By deleted, is there a trigger command to delete a location? Or is that accomplished by telling it to resize and move the location back to 0,0?
There is no trigger for deleting them, because you are meant to just not use it when you dont need it. But when creating a map in a map editor, if you dont "create" the location, its still there just at (0,0) with width and height of 0, so that could be considered "deleted".




Quote from Hercanic
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Q3. 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?

A3. 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.
Okay, but please understand I am very unfamiliar with triggering. Can triggers create locations dynamically or does each individual location need to be predefined? Can I make a trigger that centers a new, unique location over each CC any player builds?
You can predefine the locations, or change their settings whenever you want, its up to you. And your example is possible, its just really hard, and the only way it could be accomplished would be looping through the CC's everytime you check for a new one. The reason that is bad is that to loop through them you have to give the each CC to another owner once its checked, then when all CC's are checked give them all back to their origional owners.

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Post #24     MC²Hercanic Oct 1 2008, 5:40 am

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If you stop using it, that means no actions or conditions use it, so the location effects nothing at all ever.
Can locations detect the death of a unit? Going back to the CC example, if I center a location over it but want it to go away if the CC is destroyed, is that possible? Otherwise, if I have triggers that utilize the location with the intention of only having it usable while a CC is present, there would be problems. I suppose the trigger could perhaps check to see if a CC is within the location first, but it seems so messy having unused locations scattered everywhere.


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You can predefine the locations, or change their settings whenever you want, its up to you. And your example is possible, its just really hard, and the only way it could be accomplished would be looping through the CC's everytime you check for a new one. The reason that is bad is that to loop through them you have to give the each CC to another owner once its checked, then when all CC's are checked give them all back to their origional owners.
Okay, so locations are predefined. Darn, that definately, at the very least, makes things more challenging, if not outright eliminates some possibilities. Shame there wasn't a way for the program to create location 'groups' that triggers could refer to and thus enable dynamic location creation. (So you might have a custom CC Group that reserves locations 200-255 and creates up to 55 locations for each CC made in the game. Triggers would then refer to Location "CC Group" and the program would apply the trigger conditions to all locations within the CC Group.)

As for your solution, it's a very interesting idea. What would happen to any in-progress units/research during ownership change? How quickly would the game be able to run through the whole process, and thus how noticable would it be to players? Would it botch the AI?

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Post #25     MC²poiuy_qwert Oct 1 2008, 6:04 am

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Quote from Hercanic
Okay, so locations are predefined.
Quote from poiuy_qwert
You can predefine the locations, or change their settings whenever you want, its up to you.

Once again all this does is lets you move, resize, and change the height flags of any location at any time during a game. Anything outside of those is a mapping question, and I'm not an advance mapper.

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Post #26     MC²Hercanic Oct 1 2008, 6:11 am

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Okay, so locations are predefined.
That's just me acknowledging what you said. Not sure why you repeated your quote beneath it.


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Anything outside of those is a mapping question, and I'm not an advance mapper.
Sorry, I'm not trying to monopolize your time with personally-specific questions. Since you suggested a way for one of my examples to work, I was just curious whether you knew anything further about it offhand.

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Post #27     MC²poiuy_qwert Oct 1 2008, 6:16 am

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Quote from Hercanic
Quote from Hercanic
Okay, so locations are predefined.
That's just me acknowledging what you said. Not sure why you repeated your quote beneath it.
Because the bolded text states that no they are not only predefined. I take "predefined" to mean you set their width height and flags, then they are defined and you can only center them and use them in triggers.

No problem, im just tired.

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Post #28     MC²Hercanic Oct 1 2008, 6:23 am

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Out of context, you can infer more meaning behind "predefined", but in this specific case my question pertained to "dynamic creation" vs "predefined creation." As in, the difference between algorithmic and manual settings.

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Post #29     MC²poiuy_qwert Oct 1 2008, 6:48 am

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You can have algorithmic settings, thats why parameters are taken from death counters.

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Post #30     MC²Hercanic Oct 1 2008, 8:59 pm

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How so? (pardon my ignorance)

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