Chess Starcraft
Jan 14 2009, 10:42 am
By: Queen-Gambit  

Jan 14 2009, 10:42 am Queen-Gambit Post #1



I have started to recreate a chess map for starcraft broodwar. There have been other chess maps that have been sucessfully made. One made seven years ago by GoldenUrg which works like a comp chess program. Another one was made named Chess Kings which pieces weren't bound by chess rules but had triggers that would make units stay static. I'd like to use those maps in reference to help me recreate another chess map.

The Chess map I am visualizing is unlike the previous maps. It will now have 8 players playing 4 games simaltaneously in a tournament setting. Once players checkmates an opponents king, they're pieces will be sent to the next board as they wait for the current player. There are certain concepts which that will be difficult to create such as people that are a-holes who would leave game too early or what not.

The map I have made currently has the simple map terrain boards; it also has a nice picture at the top too. With this current project, i've decided to go with something simple and NOT have chess triggers but instead a locking mechinism in the Chess King map which transfers pieces to a neutral player when oppononent ends turn. It seemed simple; learning and understanding all the switches set and clears. Little did i know I came across lots of problems

Help Question: "Chess king" map was created with only ONE board, 4 players watching and 2 neutral players (players 7-8) used as the switch forces. The map I am working on has 8 players. That means, I cannot have players 7-8 as a neutral. Using Scmdraft, I was able to place player 9-10 as my neutral forces.
I've set all the triggers with respect to those forces. Even though i've checked many times, i've still come acrossed many problems. As I tested map, the problem was that I wasn't able to kill or destroy a chess opponent piece. What is even more bizarre was that I found that I was able to kill pieces using ONLY my vulture unit. So, my question is, how am I suppose to make this work.?????

FAQS: With this problem i've tested many theories. One of which was setting the proper format of player 9 -10. There are the options to set the
OWNER: Neutral, computer, rescuable, unused. There are options to set the RACE: independant, protoss,zerg,user selective, active, human. I've set the formats to ALL the above combinations and got the same result. No, I didn't copy the triggers at all, just used them as reference. I've checked and rechecked location names and every unit and location is in place. Yes, I've set the units attack damage to like 999 and their health/armor/shield is near zero.

I am getting the feeling that you CANNOT set units to player 9-10 just like setting units to 1 through 8. I hope that is not the case.

-Queen Gambit.



None.

Jan 14 2009, 1:31 pm midget_man_66 Post #2



Can you use shift+click to modify locations to a set design? i have never tried this... if it were possible you could form a location to the range of whatever unit is being moved...



None.

Jan 14 2009, 3:11 pm Pigy_G Post #3



You CAN kill units belonging to players 9-15 via triggers, order them to move ect. However they cannot OWN triggers. So you could have a trigger killing a neutral unit when it is checked or whatever.



None.

Jan 14 2009, 3:33 pm NudeRaider Post #4

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

Players 9-12 are neutral by default. They will practically never attack. They cannot own triggers and thus not be affected by things for current player, like execute AIs.
What they CAN be used for is giving units to them, and ordering (move) their units around. Just make sure the trigger owner player is one of P1-8.
Changing race or owner does nothing for P9+.

Oh and if I were you I would limit the map to 6 players. Setting aside players 7-12 as neutrals.




Jan 16 2009, 10:46 am Daedalus Post #5



Heh, I've attempted to create chess quite some time ago.
I don't quite understand what you exactly what to do. Do you actually want to recreate all the chess rules or just the turn-based, step-by-step gameplay? I've come a long, long end recreating all the chess rules, including all moves for all the units, check and got near to check mate. But as always in mapmaking I kept running into more problems and the larger the script (triggers) get the harder it is to get rid of those. So eventually I just... got tired of it.

Anyway, I you're interested in the theories and methods I used, feel free to send me a PM.



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Jan 16 2009, 10:05 pm BlueWolf Post #6



Daedalus, I was actually looking at the thread you made for that chess map last night.



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Jan 31 2009, 8:57 am Daedalus Post #7



Have you come any further with this map? Let me know when you do.

Just for fun I started creating chess from nothing yet again. After 8 hours work I got a faster and more effective system with minimal amounts of code :). Now I only have to try and see if I can use this method to detect chess, but I'm pretty sure I can.




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