Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Researching with triggers?
Researching with triggers?
Dec 16 2008, 5:48 am
By: Najda  

Dec 16 2008, 5:48 am Najda Post #1



Is there a way to research something via triggers? What I want to do is make a game with a "Swing Player" (one who can be on either team) but I want Mind Control to be researched if he is on one side, but not researched if he is on the other team. Is there a simple way to do this? The only way I can think of is to make the upgrade rediculously expensive, and give him that money and not let him do anything until it is all gone (via upgrading mind control)



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Dec 16 2008, 1:26 pm NudeRaider Post #2

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

Switching research status back and forth isn't really possible since once you researched a tech there's no way to remove it.

You could, however, control it's ability to cast the spell by modifying all his Dark Archon's energy.

And if you only need it to be researched once and then keep it that way for the rest of the game there's a way:
Have a any player (say P8) researched the mind control and have the player in question (say P1) have it enabled. Then to research it, simpy give a dark archon from P8 to P1. That researches it for P1 even if you immediately remove the da given from P8.

Post has been edited 2 time(s), last time on Dec 16 2008, 1:53 pm by NudeRaider.




Dec 16 2008, 2:56 pm New-Guy Post #3



If you are using SCMDraft, there is an easier way.

When you go to Map Settings>Tech Settings, and select the Mind Control tech, you have the choice to disable it. If you look at the bottom right corner of the Tech Settings box, you can make it so each player is not using the default settings. All you have to do, it disable the right tech for each player, and your on your way.



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Dec 16 2008, 2:57 pm Najda Post #4



Well the first option wouldn't work because Mind Control would cost around 10 energy while feedback will cost around 200, but the 2nd option would work. Thank you for your help :) .



None.

Dec 16 2008, 2:58 pm Decency Post #5



Oooh that's interesting Nude, are you sure about that?

Would that apply to like Ocular Implants?



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Dec 16 2008, 3:44 pm Devourer Post #6

Hello

Quote from NudeRaider
Switching research status back and forth isn't really possible since once you researched a tech there's no way to remove it.

You could, however, control it's ability to cast the spell by modifying all his Dark Archon's energy.

And if you only need it to be researched once and then keep it that way for the rest of the game there's a way:
Have a any player (say P8) researched the mind control and have the player in question (say P1) have it enabled. Then to research it, simpy give a dark archon from P8 to P1. That researches it for P1 even if you immediately remove the da given from P8.
A testmap I made ages ago:
http://www.staredit.net/?file=730
this will help you



Please report errors in the Staredit.Network forum.

Dec 16 2008, 4:41 pm Biophysicist Post #7



Quote from name:FaZ-
Oooh that's interesting Nude, are you sure about that?

Would that apply to like Ocular Implants?

No, it only applies to spells, not upgrades. You can tell if something is a spell because spells are active abilities whereas upgrades are passive. Basically, anything with a button associated (eg. the Lockdown button is associated with researching Lockdown) is a spell; anything else is an upgrade. (I think Ventral Sacks might be an exception, though... Can someone confirm this?)

But yes, he is sure. :P



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Dec 16 2008, 5:20 pm Ahli Post #8

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

Works with some upgrades (e.g. reaver damage; could be the only one) and many technologies (maybe all?).




Dec 16 2008, 7:07 pm 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 name:TassadarZeratul
Quote from name:FaZ-
Oooh that's interesting Nude, are you sure about that?

Would that apply to like Ocular Implants?
But yes, he is sure. :P
I see you know me well. ;)




Dec 16 2008, 11:46 pm StrikerX22 Post #10



I was under the impression that handing tech over worked for everything except normal armor/wep upgrades. Does anyone have an example they've definitely tested as false to this?



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Dec 17 2008, 12:30 am Decency Post #11



Just tested. It works for Lockdown, as expected, and not for Ocular Implants, an upgrade.



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Dec 17 2008, 4:29 am Falkoner Post #12



There's a pretty clear distinction in SCM Draft between Tech and Upgrades, as each are given different tabs, if it's in the tech tab, it will be transferred by giving units, otherwise is disappears.



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Dec 18 2008, 8:14 am StrikerX22 Post #13



However, Scout speed does definitely get transferred, as I use that in my Missile Command map, and that's under upgrades. soooo....



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