ZoneControl Map
Oct 10 2007, 9:45 am
By: ION  

Oct 10 2007, 5:05 pm NudeRaider Post #21

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
Sry I meant the Command Center, do I need something like that, or just the location?
It doesn't need to be a command center but you can center locations only on units.

Quote from ION
Hmm, I've tried spawning units before, without waits, won't they produce like crazy?
When not using hyper triggers they will spawn every 2 game seconds.
When you DO use hypers every 1/8 game second. Then its best you use a death counter to implement the delay.

Quote from ION
BTW thanks for your time!
np, thats what we're here for.

Quote from ION
BTW, what kind of maps do you make, looks like your hardcore at this.
Actually I dont make maps at all. I just edit my favorite maps on bnet to make them perfect. Most popular edits are D.O.T.X. (orig by General_Raynor) and Sand Castle Wars DARK (orig by Legacy(U))
But I'm very active in this forum. There I learned a lot of stuff. Most of it I never used, but I can explain it to others. ;)

Edit: thx Ahli I corrected the mistake. Was confused by fractions.

Post has been edited 1 time(s), last time on Oct 10 2007, 5:42 pm by NudeRaider.




Oct 10 2007, 5:25 pm Ahli Post #22

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

Quote from NudeRaider
Quote from ION
Hmm, I've tried spawning units before, without waits, won't they produce like crazy?
When not using hyper triggers they will spawn every 2 game seconds.
When you DO use hypers every 1/12 game second. Then its best you use a death counter to implement the delay.
just to be exact:
Hypertriggers speed trigger checking up to 1/12 realtime-seconds with maximum game speed.
Hypers will make the unit spawn every 1/8 countdowntimer second because one countdowntimer second contains 8 trigger checkings with hypers.

Use a death count timer to time the spawns (if you want to modify the spawn rate)
OR
do not use hypertriggers
(then the hydralisks will spawn every 2 ingame seconds/countdowntimer seconds).




Oct 10 2007, 6:52 pm who Post #23



if you don't use hypertriggers, it'll be fine without waits
you can also use death count waits as an alternative w/ hypers



None.

Oct 10 2007, 6:57 pm ION Post #24



So with the Neutral Player I have in the map, I could put a hyper trigger for him.
Since I cannot have a hyper trig for anyone with a wait.



None.

Oct 10 2007, 7:18 pm NudeRaider Post #25

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
So with the Neutral Player I have in the map, I could put a hyper trigger for him.
Since I cannot have a hyper trig for anyone with a wait.
What point would that be? You have no triggers owned by P12. Hypertriggers work only for the player they are owned by




Oct 10 2007, 8:17 pm ION Post #26



http://www.maplantis.org/index.php?pg=wiki;id=6

Players:
(A player that doesn't use any other waits. Avoid using the Forces or All Players.)

Conditions:
Always.

Actions:
Preserve trigger
Comment. "Hyper Trigger"
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
(Fill the action list with waits)

EDIT: Hey thanks for the help everything is working great!

Although 1 problem I am having is this.

Trigger("Player 1"){
Conditions:
Score("Player 1", Kills, At least, 35000);

Actions:
Display Text Message(Always Display, "\x007+25 Ore\x007");
Set Resources("Player 1", Add, 25, ore);
Set Score("Player 1", Subtract, 35000, Kills);
Preserve Trigger();
}

Now I also have the basically the same trigger, but set at different kill # and to spawn the Ovi to make new Zone.
I figured if i made it like this it would work.

Trigger("Player 1"){
Conditions:
Score("Player 1", Kills, At least, 35000);

Actions:
Display Text Message(Always Display, "\x007+25 Ore\x007");
Set Resources("Player 1", Add, 25, ore);
Set Score("Player 1", Subtract, 35000, Kills);
Preserve Trigger();
}

Then my other trigger that spawns ovi, its set at 17500,
The hydra is 350 kill score.
So 100 kills = 25minerals,
Then 50 kills = 1 ovi,
I've tried having the ovi trig on top of the mineral trig, thinking that its taking half my score so at another 50 kills a ovi would spawn.
But doesn't seem to work, I tried different things with no results?
I'm guessing death counter is in order.
I looked it up on Maplantis, http://www.maplantis.org/index.php?pg=wiki;id=41

Trying my best to understand and test stuff out.

When so many of my units etc die, I can have something spawn or whatever.
This would probably work better with my $Mineral trigger, and not fight with it?

Just trying to clear it up, Thanks Again! :D

Post has been edited 1 time(s), last time on Oct 10 2007, 8:29 pm by ION.



None.

Oct 10 2007, 9:48 pm who Post #27



well, you'll never get any minerals if you create an ovie at 50 kills, because you need 100 kills to get minerals. therefore, it'll subtract your kills before you can get 100.
you could make the ovie trigger do this:
Trigger
Players

  • w/e
  • Conditions

  • Kills score is at least 17500
  • Switch 1 is clear
  • Actions

  • PreserveTrigger();
  • comment
  • set switch 1
  • create ovie


  • so it doesn't subtract your score, and you'll be able to reach the 100 kills required for minerals. but it won't continually create ovies either, since the switch is set.

    also add this trigger:

    Trigger
    Players

  • w/e
  • Conditions

  • Bring 0 ovie anywhere
  • switch 1 is set
  • Actions

  • Preserve
  • Comment
  • clear switch 1


  • this will clear the switch if your ovie is gone, so you can still get more ovies



    None.

    Oct 10 2007, 10:00 pm ION Post #28



    Oh Freaking Sweet! I've been testing the Crap out of Death Counters, almost got it to work!
    I haven't touched switches yet, but read a little about them, thanks alot Someone (special) Lawl!



    None.

    Oct 10 2007, 10:04 pm who Post #29



    you actually could use a death counter as a switch, just set the deaths to 0 or 1 for clear or set.



    None.

    Oct 10 2007, 10:32 pm ION Post #30



    Well I tried deathcounters, I thought I had them but guess not.
    I just started back up with SC mapping, and its been years and years.
    Back in the day there way only StarEdit the original and I just started using scmdraft 2 days ago.
    So throwing in a few hints isn't going to help me, lol nuderaider was nice enough to make me a test map,
    I looked at the triggers and still didn't fully understand it.
    DeathCounters confuse me I tried following the tutorial on the other site I found I posted above,
    but that's set for every 10 secs. Spending about 1hr. trying to adjust it to my needs, I still had no results.

    Giving me a full example would help greatly. I did however try your switch trig.
    It didn't work for me, Idk if I have it out of order or what. I hate to post so much, but heres trigs,
    ps- I also need a hyper trig for each player?

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

    Actions:
    Create Unit("Player 1", "Zerg Hydralisk", 1, "-RED START");
    Preserve Trigger();
    }

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

    Trigger("Player 1","Player 2","Player 3","Player 4"){
    Conditions:
    Score("Current Player", Kills, At least, 17500);

    Actions:
    Display Text Message(Always Display, "\x007+25 Ore\x007");
    Set Resources("Current Player", Add, 25, ore);
    Set Score("Current Player", Subtract, 17500, Kills);
    Preserve Trigger();
    }

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

    Trigger("Player 1"){
    Conditions:
    Score("Player 1", Kills, At least, 35000);
    Switch("Switch1", not set);

    Actions:
    Set Switch("Switch1", set);
    Create Unit("Player 1", "Zerg Overlord", 1, "*RED ZONE SPAWNER");
    Preserve Trigger();
    }

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

    Trigger("Player 1"){
    Conditions:
    Bring("Player 1", "Zerg Overlord", "Anywhere", At least, 1);
    Switch("Switch1", set);

    Actions:
    Set Switch("Switch1", clear);
    Preserve Trigger();
    }

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

    EDIT: For some reason it says:
    Trigger("Player 1"){
    Conditions:
    Score("Player 1", Kills, At least, 35000);
    Switch("Switch1", not set);

    Switch 1 NOT SET - Trig Edit
    Swirch 1 Cleared - Classic

    This is correct?

    Post has been edited 2 time(s), last time on Oct 10 2007, 10:56 pm by ION.



    None.

    Oct 10 2007, 11:01 pm who Post #31



    yeah, so if you don't already have an ovie, it'll make one, then set the switch.

    Quote from "One of your triggers is incorrect"
    Trigger("Player 1"){
    Conditions:
    Bring("Player 1", "Zerg Overlord", "Anywhere", At least, 1);
    Switch("Switch1", set);

    Actions:
    Set Switch("Switch1", clear);
    Preserve Trigger();
    }

    It should be if player 1 brings exactly or at most 0 overlord anywhere, and switch 1 is set, then set switch 1, clear.

    I also seem to have gotten it mixed up, I thought you got a new zone for 17500, and mins for 35000. it won't work then, you'll have to do this:

    Creates minerals
    Trigger
    Players

  • w/e
  • Conditions

  • Kills score is at least 17500
  • Switch 1 is clear
  • Actions

  • Set switch 1
  • Add 25 minerals
  • Preserve Trigger
  • Comment


  • Makes ovies, more mins, clears switch, subtracts score
    Trigger
    Players

  • w/e
  • Conditions

  • Kills score is at least 35000
  • Switch 1 is set
  • Actions

  • Clear switch 1
  • Create 1 ovie
  • Subtract 35000 kills score
  • Add 25 minerals
  • Preserve Trigger
  • Comment


  • The first trigger is when they have 17500 kills score; it doesn't subtract it, it adds 25 minerals and sets the switch so it doesn't re-fire.
    The second trigger is when they have 35000 kills score; it adds 25 more minerals (This would be another 17500 kills), clears the switch so you can get more minerals, creates an ovie, and subtracts your kills score.



    None.

    Oct 10 2007, 11:06 pm ION Post #32



    Ok I got that, it makes sense now, sry I should have been more clear, thanks alot! I'll try it now!



    None.

    Oct 11 2007, 1:24 am NudeRaider Post #33

    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

    Hm... lots of stuff... quite confusing I must say... :dontgetit:
    Any problems left? State them and I'll try to clarify.

    And pls don't just copy out of trig edit unless ur quite sure you must have made a formal (not logic) mistake. It's hard to read. Better you explain what you did and what did not work.

    That has another advantage: You need to think through what you actually did to explain it to us. You won't believe how many mistakes you can find by yourself that way. ^^

    It seems you're quite confused by everything. But imo its important to fully understand everything in a map. Doesn't help you if you asked 80% and solved 20% by trial and error but still don't know whats going on "behind the scenes".
    When you want to make a good map you won't come around making bug fixes. You can't realise whats wrong when u got no clue how it works. So pls ask when you don't get something even its already working.

    How exactly do you want it? Maybe this?
    - 100 kills: 25 mins
    - 150 kills: ovi
    - 200 kills: 25 mins
    - 250 kills: ovi
    and so on

    Btw. do you use hypertriggers for the players? If yes, how did you do the spawn delay? With dcs (deathcounters)?




    Oct 11 2007, 1:26 am ION Post #34



    Ok been testing out the map online, so far the reaction has been ok. Theres alot of zone maps...
    Couple things,

    1 - Placing of the ovie at each new zone works great, except if another unit is within that zone it doesn't want to create the sunken colony. I can understand if it's an enemy and there all over the zone, but a couple of ur own units? This isn't really a big deal I guess, I've seen it in other ZownControl/MassAttack maps. Just wondering if there's something simple I could add to the trigs etc.

    2 - Once the colony is destroyed, hydras continue to be created within that zone.

    Can I add an Action in this Trigger to remove or stop making units when Sunken is destroyed?
    Trig for each Zone I take it.

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

    Trigger("Player 1","Player 2","Player 3","Player 4"){
    Conditions:
    Bring("Current Player", "Zerg Sunken Colony", "Location1", At least, 1);

    Actions:
    Create Unit("Current Player", "Zerg Hydralisk", 1, "Location1");
    Preserve Trigger();
    }

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



    None.

    Oct 11 2007, 2:00 am NudeRaider Post #35

    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

    2 - you answered for yourself.
    And I im sure you can answer 1 - too, if you look at the conditions for the create sunken trigger. You used my recommendation (i suppose) for the easiest way to 'make it work'. Now its your job to fine-tune the conditions to make it work better. I'm sure you can do it. Hint: work with the "unallied victoy players".

    But theres also a problem when you solved the condtion: When you got own units in the middle of that zone the sunken can't be placed. So you need to remove all units at 'ovi loc' before placing the sunken.




    Oct 11 2007, 2:25 am ION Post #36



    Ah I C, thanks for the Tips.
    I did ran the map once more, lol someone said it was boring, it's a slow starting map, working on that.
    And 1 other said he was going to look out for it, but overall ppl gave me ideals and tips, so TY again for your time!



    None.

    Oct 12 2007, 11:56 am ION Post #37



    Quote
    How exactly do you want it? Maybe this?
    - 100 kills: 25 mins
    - 150 kills: ovi
    - 200 kills: 25 mins
    - 250 kills: ovi
    and so on

    Btw. do you use hypertriggers for the players? If yes, how did you do the spawn delay? With dcs (deathcounters)?

    Setup is 200kills = $100 Ore
    400Kills = 1 Ovie
    Its been working just fine and its pretty balanced.
    After 400/1000/2000 deaths, get certain hero/$.
    Slowly adding new stuff for all players, somanydeaths/somanykills etc.
    I don't have any hypertrigs, there is 0 spawn delay for the units at each zone.

    Oh BTW I didn't see this,
    Quote
    And pls don't just copy out of trig edit unless ur quite sure you must have made a formal (not logic) mistake. It's hard to read. Better you explain what you did and what did not work.

    Sry about that!

    Post has been edited 1 time(s), last time on Oct 12 2007, 5:33 pm by ION.



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