Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: New UMS Map I'm Working on
New UMS Map I'm Working on
Oct 8 2007, 1:07 pm
By: ION  

Oct 8 2007, 1:07 pm ION Post #1



I have scmdraft working, so this will be my 1st ums map in scmdraft2.





In the pic you will see I have a main bunker you start with that will produce kerrigans at the start.
I would like to have after so many kills or deaths ( not sure which one would be more effective / and better gameplay )
Another bunker spawned at location and start producing units.
All the locations are setup already. B2, B3 etc.

Now after B2 is placed I would like to give them an E-bay so they can start upgrading.
Then B3 have Academy etc.

I'm pretty sure I can pull that off, but how do I make the E-bay keep upgrading,

1st upgrade = 10 ore
2nd upgrade = 20 etc etc

Also the time it takes to up, if upgrade 1 is instance/fast as possible
Can I go .5 after that?

so,

2 is .5
3 is 1
4 is 1.5
5 is 2.0 etc

So the time it takes to up, increases .5 secs

1 more question for now.

Making a mass attack for all 3 races.
I'm pretty sure I can, but the trick is can I use all civs to do this with?
Confused on what unit I could use that would be easy to setup and would NOT move with the mass attack.

I'm loving the new editor guy peace!



None.

Oct 8 2007, 1:35 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

Quote from ION
I have scmdraft working, so this will be my 1st ums map in scmdraft2.
[...]
I'm pretty sure I can pull that off, but how do I make the E-bay keep upgrading,

1st upgrade = 10 ore
2nd upgrade = 20 etc etc

Also the time it takes to up, if upgrade 1 is instance/fast as possible
Can I go .5 after that?

so,

2 is .5
3 is 1
4 is 1.5
5 is 2.0 etc

So the time it takes to up, increases .5 secs
Go scenario -> Upgrade Settings -> Terran -> Terran Infantry Weapons
There you find the Base Costs and Upgrade Factors. For your example set them to the following:

GAS
Base Cost: 0 . . . . . .Upgrade Factor: 0
MNERALS
Base Cost: 10 . . . . .Upgrade Factor: 10
TIME
Base Cost: 0 . . . . . .Upgrade Factor: 2

With the 2 you have to experiment. The values are not seconds.
But its related to game ticks. From my feeling value of 2 could result on 0,5s realtime on Speed 7.

Quote from ION
1 more question for now.

Making a mass attack for all 3 races.
I'm pretty sure I can, but the trick is can I use all civs to do this with?
Confused on what unit I could use that would be easy to setup and would NOT move with the mass attack.

I'm loving the new editor guy peace!
There's basically 2 methods:
#1 Send ALL units to attack and make unwalkable terrain (e.g. water) around your civ OR
#2 Send only the units you want to attack. (Could be lots of actions if you use many different units.)

If you want ONLY to send all units of one race you need to choose method #2.

There you have 2 options again:
#1 3 beacons (and locations) and 1 civ OR
#2 3 different units (e.g. civ, defiler and templar) and 1 beacon
Set for every player another unit, but maybe the same beacons (3x 8 units trying to move to the same beacon(s) could become crowded). Depends again on how you want it.

Then if you choose sub-method #2 and player moves the defiler to the beacon send all lings, hyds, ultras, etc. to attack.
Does he move the civ, let all rines, bats, ghost, etc. attack.

btw. use the "order"-action and let them "patrol" to the target to get the best effect.




Oct 8 2007, 1:40 pm ION Post #3



Oh ty so much, some of that I have already been goofing around with and looking into, thanks again for smoothing the rough edges!!!

I did read a post on here concerning patrol rather than attack?
On patrol they may come back to base? idk I'll test it out for myself.

Should I have Preserve Trigger at the end or beginning of my Trigger?

Trigger("Player 1"){
Conditions:
Always();

Actions:
Create Unit("Player 1", "Sarah Kerrigan (Ghost)", 1, "BlueMainBaseKerrigan");
Wait(50);
Preserve Trigger();
}

Post has been edited 1 time(s), last time on Oct 8 2007, 1:48 pm by ION.



None.

Oct 8 2007, 3:17 pm Joshgt2 Post #4



I don't think it matters when you put the Preserve Trigger in but I have always added it at the end since everything goes down the list of actions...



None.

Oct 8 2007, 3:45 pm Moose Post #5

We live in a society.

Quote from NudeRaider
With the 2 you have to experiment. The values are not seconds.
But its related to game ticks. From my feeling value of 2 could result on 0,5s realtime on Speed 7.
What editor are you using that allows this? Upgrade values have always been in seconds for me in every editor.




Oct 8 2007, 6:27 pm NudeRaider Post #6

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 Mini Moose 2707
Quote from NudeRaider
With the 2 you have to experiment. The values are not seconds.
But its related to game ticks. From my feeling value of 2 could result on 0,5s realtime on Speed 7.
What editor are you using that allows this? Upgrade values have always been in seconds for me in every editor.
Ok I checked it... Obviously I remembered it wrong. Its about 1 game second per one number. Which results in about 0.7s realtime.
Btw. I use ScmDraft 2.




Oct 8 2007, 7:47 pm Moose Post #7

We live in a society.

It doesn't really matter what editor you were using if you were wrong, I use it too. :P




Oct 8 2007, 10:11 pm ION Post #8



I'm have a bit of trouble with my mass attack units.
Basically, you move scv to top/left/right to attack in that direction.
I have it set, when it reaches that point, waits 1 milisecond, then moves back to start point, so you don't have to.
But after awhile the unit takes longer and longer to move back, until it doesn't?
I've played HydraZoneControl or something like that, where when u mass, ur unit teleports back?

Anyway e.g.

Trigger("Player 1"){
Conditions:
Bring("Player 1", "Terran Civilian", "red mass all mid", At least, 1);

Actions:
Order("Player 1", "Terran Marine", "Anywhere", "blue marines MAINBASE", patrol);
Order("Player 1", "Terran Goliath", "Anywhere", "blue marines MAINBASE", patrol);
Order("Player 1", "Terran Battlecruiser", "Anywhere", "blue marines MAINBASE", patrol);
Order("Player 1", "Protoss Scout", "Anywhere", "blue marines MAINBASE", patrol);
Order("Player 1", "Protoss Dragoon", "Anywhere", "blue marines MAINBASE", patrol);
Order("Player 1", "Protoss Dark Templar", "Anywhere", "blue marines MAINBASE", patrol);
Order("Player 1", "Zerg Guardian", "Anywhere", "blue marines MAINBASE", patrol);
Order("Player 1", "Infested Kerrigan (Infested Terran)", "Anywhere", "blue marines MAINBASE", patrol);
Order("Player 1", "Zerg Hydralisk", "Anywhere", "blue marines MAINBASE", patrol);
Wait(1);
Order("Player 1", "Terran Civilian", "red mass all mid", "red mass all reset", move);
Preserve Trigger();
}

Should the Wait be 2-4?

This goes for all 13 mass attacks I have.
Mid/Left/Right for all races, a mass all for all races, and a mass back to base.



None.

Oct 8 2007, 10:17 pm Moose Post #9

We live in a society.

Waits are in milliseconds (1000ms = 1 sec). 1 millisecond isn't going to give enough time for the Civilian to get off the beacon before the trigger is checked again. You either need to up the wait time or just have the Civilian in a MOVE UNIT trigger rather than an order.




Oct 8 2007, 10:52 pm NudeRaider Post #10

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

Remove the wait (its absolutely unnecessary) and use the teleport action instead of order for the civ/scv.




Oct 9 2007, 12:31 am ION Post #11



Removed wait.
Can't find teleport anywhere,
But I did remove then replace, works like a teleport.
But even with remove and replace, as time goes on he stays removed for awhile.

Also been trying to get Kills for Cash, by following this tut,
http://www.maplantis.org/index.php?pg=wiki;id=45

None of its working though.
When I do get something to work, its later on all at once, and keeps giving me minerals...



None.

Oct 9 2007, 12:33 am Moose Post #12

We live in a society.

Quote from Mini Moose 2707
Waits are in milliseconds (1000ms = 1 sec). 1 millisecond isn't going to give enough time for the Civilian to get off the beacon before the trigger is checked again. You either need to up the wait time or just have the Civilian in a *****MOVE UNIT****** trigger rather than an order.





Oct 9 2007, 12:33 am Money Post #13



If you use the order trigger on the civilian it can probably fire more than once since the civilian will be on the beacon for the time it walks on to when it walks off. If you use move, it is only on the beacon for the time it walks on. It is moved before the trigger can fire again.

Also if you use order a player can move their civilian on the beacon and keep it there by clicking or hitting stop or hold position alot.

Just some things to think about.



None.

Oct 9 2007, 12:55 am ION Post #14



I've done, Order to, Move to, 1000-10000 wait time, then come back.
The thing is after 10mins into the game, the mass attack units start slowing down, until they finally just stay on the marker and don't go back...
I've looked and looked for teleport can't find it, so I did remove unit, then replace. But still wants to delay as time passes.
I just started with this scmdraft2 editor and I don't have BW, just SC. Idk if thats why I can't find teleport?

Also where are Hyper Triggers, would that work better?



None.

Oct 9 2007, 5:13 am FatalException Post #15



Quote from ION
I've done, Order to, Move to, 1000-10000 wait time, then come back.
The thing is after 10mins into the game, the mass attack units start slowing down, until they finally just stay on the marker and don't go back...
I've looked and looked for teleport can't find it, so I did remove unit, then replace. But still wants to delay as time passes.
I just started with this scmdraft2 editor and I don't have BW, just SC. Idk if thats why I can't find teleport?

Also where are Hyper Triggers, would that work better?
I'm thinking you're having a wait block problem. This happens when you have multiple 'Wait' actions all trying to fire at once, but they can only go one at a time. I would just remove the wait entirely, but in case you don't want to, here's what I know: Hyper triggers would fix this, and I remember asking about them back when I first came to SeN. :P I was told to make a trigger like this:
Trigger
Players

  • Some computer player, preferably
  • Conditions

  • Always.
  • Actions

  • Wait: 0 milliseconds
  • Wait: 0 milliseconds
  • Wait: 0 milliseconds
  • Repeat until you get to 63 'Wait: 0' actions in the trigger (one away from the maximum number of actions)
  • Preserve trigger.
  • I'm not entirely sure this is right though, I don't know why... But it works well enough for me. As for the teleport thing, there is no teleport action, so you can stop looking. Instead, use 'Move unit at location.' It certainly would be easier to help you if I had SCMDraft actually installed on this computer... But alas, this is what happens when you change operating systems. :|



    None.

    Oct 9 2007, 6:39 am ION Post #16



    Ok I changed the Order Move to Just Move, TY MINIMOOSE, IM NOOB! Works much better.
    But doing a remove then replace, looks like a teleporter! woot!

    I've been trying to understand hypertrigs from the few sources I've read so far.
    I did make some for my map, I could tell the difference, but there not right from your example.
    Also would this cause a wait block if you have 8plyr map with a hypertrig for each player?
    I suppose making 1 for /allplyrs wouldn't be good?

    My maps is shaping up, except for getting a descent flow of $ for kills,

    I've tried: :flamer:

    Conditions:
    Current player Kills score is at least 1.

    Actions:
    Preserve Trigger.
    Modify score for Current player: Set to 0 Kills.
    Modify resources for Current player: Add 1 Minerals.


    Conditions
    Current player Kills score is at least 25.

    Actions:
    Preserve Trigger.
    Modify score for Current player: Subtract to 25 Kills.
    Modify resources for Current player: Add 1 Minerals.


    Conditions
    Current player Kills score is at least 4000.

    Actions:
    Preserve Trigger.
    Modify score for Current player: Subtract to 4000 Kills.
    Modify resources for Current player: Add 1 Minerals.


    And many variations of these and others I've tried.
    Either I get nothing, or it keeps looping and doesn't stop giving $.

    Would this Trig effect it? I wouldn't think so..

    Trigger("All players"){
    Conditions:
    Always();

    Actions:
    Set Resources("Current Player", Set To, 20, ore);
    }

    TYVMIA! :D



    None.

    Oct 9 2007, 8:15 am NudeRaider Post #17

    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 ION
    I've looked and looked for teleport can't find it, so I did remove unit, then replace. But still wants to delay as time passes.
    I just started with this scmdraft2 editor and I don't have BW, just SC. Idk if thats why I can't find teleport?
    Sorry for me being imprecise and causing you so much trouble... I said teleport because the effect is teleport. But the name of the action is 'Move Unit'.

    Quote from ION
    Ok I changed the Order Move to Just Move, TY MINIMOOSE, IM NOOB! Works much better.
    But doing a remove then replace, looks like a teleporter! woot!
    Use the 'order action' to command your army to attack and use the 'Move Unit' action to reset your Masser-Unit.
    Remove/Create would technically work and even look the same but it has 2 disadvantages:
    - When the map is maxed (a total of 1650 units on the map - including mineral blocks, buildings, everything! - the masser wouldn't get created
    - Everytime you used the masser you would lose the hotkey on your masser.

    Quote from ION
    Also where are Hyper Triggers, would that work better?
    I think a simple madness or nvs map doesn't need Hypers.
    You CAN of course implement them but it wouldn't change much, except you would have to increase the time between spawns (if timer is triggered). And the masser command would be executed a little faster.
    BUT when using kills-to-cash (or other bonus) system its highly recommended that you use hypers because these triggers (except method 2) need either low killing speed or high trigger firing speed to work properly.

    Quote from ION
    I've been trying to understand hypertrigs from the few sources I've read so far.
    I did make some for my map, I could tell the difference, but there not right from your example.
    Also would this cause a wait block if you have 8plyr map with a hypertrig for each player?
    I suppose making 1 for /allplyrs wouldn't be good?
    Wait blocks happen when a player is executing a wait, while he is already executing another wait.

    Normally this happens when you say: (just an example)
    spawn unit - wait 5000ms - and the next trigger is for example
    Text "Marine Spawned" - wait 1000ms - Text "Next comes in 4s"

    The first trigger is waiting 5s to fire again and immediately after, the 2nd trigger shows the text and also waits (1s) and - bam - 2 waits for 1 player --> waitblock
    When hypertriggers are running for a player and you execute a wait this causes a wait block too, as soon as (while waiting for 1st trigger) the hypertrigger(s) is/are fired.

    You see you CAN make hypertriggers for all players, BUT then you MUST NOT have any wait for any player in any trigger.
    To completely confuse you: If you HAVE to make a wait at some time of the game (e.g. for animated text) you can set a switch and add this switch to the hypertriggers' conditions. Set the switch as soon as you want the text and clear it after.

    Quote from ION
    My maps is shaping up, except for getting a descent flow of $ for kills,
    Every method you posted should work. They have all 1 concept in common: One or more unit gets killed -> kill score rises -> trigger is fired -> money is given -> kill score subtracted or set to 0.
    So now the money you get depends on which unit(s) you killed since the last trigger loop. 1 highly rewarded unit may give more that 10 cheap units. When your money doesnt stop it may be because you kill so many units that subtracting 25 kills score per loop just isnt enough. Solve that by making many triggers with kills score ranges from 50k to 25.
    Which method works best depends on for what you want a reward, how fast units get killed and how many different units are there.
    I understand you have many different units, large armies and would like to reward every single kill, no matter which unit was killed. But this isn't exactly possible, because the trigger always fires (I assume) after many units have been killed. And then its impossible to determine how many units have been killed judging the kill score. If it were 1v1 you could use enemy's death counts for that.
    So I would use method 2 and use some triggers with different amounts (e.g. 50k - 10k - 2k - 400 - 25) and give minerals accordingly (e.g. 2k - 400 - 80 - 16 - 1). Place the largest amount on top.

    Quote from ION
    Would this Trig effect it? I wouldn't think so..
    No.
    A) a trigger doesnt care if another trigger already did the same he is about to do (giving minerals)
    B) its not preserved so it can't interfere later in the game




    Oct 9 2007, 10:56 am Moose Post #18

    We live in a society.

    Quote from NudeRaider
    You see you CAN make hypertriggers for all players, BUT then you MUST NOT have any wait for any player in any trigger.
    To completely confuse you: If you HAVE to make a wait at some time of the game (e.g. for animated text) you can set a switch and add this switch to the hypertriggers' conditions. Set the switch as soon as you want the text and clear it after.
    Simply not true. If you have all of your hyper triggers either:
    A. At the BOTTOM of the trigger list (or last in SCMD2's editor)
    B. Done properly with three wait 0s between 2 players.
    Code
    Trigger("Player 8"){
    Conditions:
        Always();

    Actions:
        Wait(0);
        Set Switch("Switch1", set);
        Wait(0);
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 7"){
    Conditions:
        Switch("Switch1", set);

    Actions:
        Wait(0);
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//


    All other waits will function normally.




    Oct 9 2007, 11:10 am NudeRaider Post #19

    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 Mini Moose 2707
    Simply not true. If you have all of your hyper triggers either:
    A. At the BOTTOM of the trigger list (or last in SCMD2's editor)
    B. Done properly with three wait 0s between 2 players.

    All other waits will function normally.
    You mean if I make the following triggers:

    P1
    Conditions:

    Always
    Actions:
    Spawn 1 Rine at 'Spawn'
    wait(5000)
    preserve

    Then the hypers:
    P1
    Conditions:

    Always
    Actions:
    wait(0)
    wait(0)
    ... 61x wait(0)
    preserve

    ... 2x above trigger

    -> 1 Spawn trigger, 3 hypertriggers and nothing else, trigger order as above
    It would NOT cause wait blocks due to hypers?
    Then what kind of wait action WILL cause wait blocks if hypertriggers active?

    About B): Sounds great. Nice what we can learn from you. I'll try that next time I need it :D




    Oct 9 2007, 6:02 pm Moose Post #20

    We live in a society.

    Quote from NudeRaider
    You mean if I make the following triggers:
    x
    ... 2x above trigger

    -> 1 Spawn trigger, 3 hypertriggers and nothing else, trigger order as above
    It would NOT cause wait blocks due to hypers?
    Then what kind of wait action WILL cause wait blocks if hypertriggers active?

    About B): Sounds great. Nice what we can learn from you. I'll try that next time I need it :D

    I'm saying that wait blocks will function normally. If you have the numerous 0 wait hyper triggers at the bottom of the list, a 5000ms wait will function properly as a 5000ms wait. Applying this to your example, the marine will spawn every 5 game seconds, whereas having the spawn trigger after/below the massive 0 wait triggers would cause problems.

    Or, you can just use the switch method, for those triggers can be located anywhere. The issue with that is having two players to execute the waits there always present in the game.

    Post has been edited 1 time(s), last time on Oct 9 2007, 9:05 pm by Mini Moose 2707.




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