Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: game time to real time ratio
game time to real time ratio
Feb 27 2009, 9:17 pm
By: darksnow
Pages: < 1 2 3 >
 

Mar 1 2009, 9:43 am poison_us Post #21

Back* from the grave

Quote from NudeRaider
3x62 is enough for about 4 hours (very roughly) of hyper effect without hitting the NEO.

...The hell is the NEO? Capitalized protagonist of the Matrix trilogy's name?




Mar 1 2009, 2:10 pm NudeRaider Post #22

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

Next ending occurrence. Already explained what it does.

Post has been edited 1 time(s), last time on Mar 1 2009, 4:36 pm by NudeRaider. Reason: Typo fixed




Mar 1 2009, 3:04 pm Falkoner Post #23



The way people talk about the NEO they make it sound like it's this big thing, when in reality, it's just a period of 1 trigger cycle where you don't have hypertriggers, and I can think of almost no way that your map could possibly get messed up when you hit it, and if you're actually worried, just copy the hypertriggers a few more times, like 2 more will shoot it from 4 hours to a few months.



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Mar 2 2009, 4:18 am darksnow Post #24



this is pretty much nowheere close to the thread title, but how do you make it so that for the trigger to work, you have to keep the scv there for the entire wait time?
for my triggers, you just have to drop the scvs, and turtle until the trigger activates, but i've seen in campaign how you have to keep your units there the entire 15 minutes. i cant find the trigger for htat o.o

help?



None.

Mar 2 2009, 4:44 am Falkoner Post #25



Have a death count timer, and while the SCV is there, have it add up, as soon as the SCV leaves, reset it back to 0, so they have to stay there.



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Mar 2 2009, 4:57 am darksnow Post #26



death count timer? o.o how does that work.
i want to keep the scv there for 20 game minutes, which goes to about 750 seconds real time. o.o what is the trigger for this o.o

and how do i make it so that the buildings can only be killed by a certain type of units? i.e. cerebrates and dts



None.

Mar 2 2009, 5:13 am Falkoner Post #27



Quote from Falkoner
If you place the hyper triggers underneath the Waits in the trigger list, they will temporarily turn off while the wait runs, however, you can have just plain waits cause wait blocks with eachother too, so you might just want to use Death Counts instead.

Read the link plz.



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Mar 2 2009, 5:17 am darksnow Post #28



ahh i see, but again, what about the only killing things with a certain type of unit?



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Mar 2 2009, 5:19 am A_of-s_t Post #29

aka idmontie

Quote from darksnow
ahh i see, but again, what about the only killing things with a certain type of unit?
That would only be possible with modding, which is not mapping. Sorry.



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Mar 2 2009, 5:41 am NudeRaider Post #30

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

Blizzard used a small deception in their campaign to achieve that. The dt just has to be there. Doesn't even need to attack the cerebrate.

The trigger went like this:
If Zerg player brings at most 0 cerebrates to 'cerebrate' (a location a 6x5 location which is a little larger than the cerebrate itself)
If Player brings at most 0 dt to 'cerebrate'
Create 1 cerebrate at 'cerebrate'
Display text "The cerebrats must be killed with dts!"
Preserve

You are pretty much limited to that method as you cannot detect (without EUDs) which unit is attack what. I'm not even sure that EUDs would be able to accomplish this. This is most probably too complex for you anyway.




Mar 2 2009, 6:20 am darksnow Post #31



im kinda confused on how to set the death count back to 0 if the scv leaves o.o
either it doesn't say in your tutorial, or im blind/stupid/dumb

also, for the death counts to last a full 15 minutes, dont that mean ill need uhh... 10800 death additions? since hyper triggers check about 12 times a second o.o

Post has been edited 2 time(s), last time on Mar 2 2009, 7:20 am by darksnow.



None.

Mar 2 2009, 7:48 am rockz Post #32

ᴄʜᴇᴇsᴇ ɪᴛ!

In long calculations, it's best to use a timer, or a more exact number than 12 times a second. Use .0084 ms / trigger instead of 12 trigger / s.

Now, how do you know that the scv is where it is? Add a condition to only add to the DC if the scv is at a location. If the SCV moves out of that location (does not bring 1 scv to location), set the DC to 0.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 2 2009, 8:22 am darksnow Post #33



well my trigger is like this.
condition: Player 1 brings 1 scv to location 11
action:set death count to 0 samir duran
add 1 samir duran.

but then i run into my problem, how to make it 0 when scv leaves, and what do i do about the 10k+ death counts?



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Mar 2 2009, 12:18 pm NudeRaider Post #34

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

#1 - Add deaths
C: player brings at least 1 scv to loc 11
A: add 1 death to samir duran for player

#2 - Reset
C: player brings at most 0 scv to loc 11
C: player has suffered at least 1 deaths of duran
A: set 0 death to samir duran for player
A: Display text "Don't move scv! Reset!"

#3 - Done
C: player has suffered at least 9600 deaths of duran
A: Display "Party!"
A: <whatever else you want to happen>

9600 death counts are exactly 20 game minutes: 20 min * 60 s/min * 8 runs/s.

Death counts can go into billions so, so don't be scared of tens of thousands.




Mar 2 2009, 4:14 pm darksnow Post #35



so how do i make it go into tens of thousand? o.o preserve trigger?
but then how do i make it stop o.o



None.

Mar 2 2009, 5:56 pm NudeRaider Post #36

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

I just posted you the triggers. Ofc every trigger needs a preserve




Mar 2 2009, 7:19 pm darksnow Post #37



i seee so now all i have to do is make the computers unkillable except by the heroes..
ehh thanks for all your help!



None.

Mar 4 2009, 1:17 am darksnow Post #38



i ahve a slight problem with the death triggers.

my trigger goes like this
player 1 brings at least 1 terran scv to location 10
player 1 brings at least 1 terran scv to location 11
actions:
display text message:blahblahblah
kill all protoss pylons owned by player 1 at location 12
kill all protoss shield abtteries owned by player 1 at location 12
display text message:blahblahblah
set countdown timer :480 seconds
player 1 set death to 0 samir duran
player 1 add 1 death of samir duran.

condition:
player 1 has suffered at least 1 death of samir duran.
actions:
player 1 adds 1 death of samir duran(x63)
preserve trigger

and then the trigger getting the hero units to show up is

condition:
palyer one brings at most 0 scv to location 10
action:
player one set death to 0 of samir duran
set coundown timer to 0.
condition:
player 1 brings at most 0 scvs to location 11
action:
player 1 set death to 0 of samir duran.
set countdown timer to 0

condition:
player one suffers exactly 5664 deaths of samir duran
actions:
create 1 blah blah at location 14
create 1 blah blah at location 14
create 1 blah blah at location 14
create 1 blah blah at location 14
create 1 blah blah at location 14
create 1 blah blah at location 14
create 1 blah blah at location 14
display text message blah blah blah



for some reason, the hero units aren't showing up, so i most likely screwed the death triggers up. my only question is where, and how to fix it o.o

Post has been edited 1 time(s), last time on Mar 4 2009, 1:31 am by darksnow.



None.

Mar 4 2009, 1:51 am Falkoner Post #39



Quote
player 1 adds 1 death of samir duran(x63)

Why did you multiply it by 63? I think you're confused as to how Hyper Triggers work, you have one trigger that has Wait 0 63 times, and it speeds up ALL your other triggers.

The issue is that it just skips your exactly number, if you used At Least it would have worked, but it woulda been way too fast.



None.

Mar 4 2009, 2:00 am darksnow Post #40



ah i see xD

i understand now, ill go try it again this time



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