Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Removing: Warning
Removing: Warning
Oct 11 2007, 12:58 pm
By: ION  

Oct 12 2007, 2:52 pm AntiSleep Post #21



it isnt that hard, in fact you could easily do it with force triggers, or all players if it is an 8p map
here is a trigger that warns a player
Code
trigger for all players
Conditions:
current player brings at least 1 hydralisk to mainbuffer

Actions:
display text message for current player "move your ******* hydralisks"
Preserve Trigger




If you find binary countoffs too confusing, you can do the buffer triggers sequentially, like this(bufferspawn1-4 are within mainbuffer location):
Code
trigger for All human players
Conditions:
current player commands at least 1 sunken colony

Actions:
Create Unit with Properties("current player", "Zerg Hydralisk", 1, "BufferSpawn1", 1);
Preserve Trigger
trigger for All human players
Conditions:
current player commands at least 2 sunken colony

Actions:
Create Unit with Properties("current player", "Zerg Hydralisk", 1, "BufferSpawn2", 1);
Preserve Trigger
trigger for All human players
Conditions:
current player commands at least 3 sunken colony

Actions:
Create Unit with Properties("current player", "Zerg Hydralisk", 1, "BufferSpawn3", 1);
Preserve Trigger
trigger for All human players
Conditions:
current player commands at least 4 sunken colony

Actions:
Create Unit with Properties("current player", "Zerg Hydralisk", 1, "BufferSpawn4", 1);
Preserve Trigger


trigger for All human players
Conditions:
current player commands at least 5 sunken colony

Actions:
Create Unit with Properties("current player", "Zerg Hydralisk", 1, "BufferSpawn1", 1);
Preserve Trigger
trigger for All human players
Conditions:
current player commands at least 6 sunken colony

Actions:
Create Unit with Properties("current player", "Zerg Hydralisk", 1, "BufferSpawn2", 1);
Preserve Trigger



continue until you max zones

two more conditions you might want in all of the above triggers are these:

current player brings at most 50 hydralisk to mainbuffer
death count conditions for timed spawning

then you cycle through each zone location

Code
trigger for All human players
Conditions:
current player brings at least 1 sunken colony to zone1

Actions:
move 1 men from mainbuffer to zone1
Preserve Trigger


Conditions:
current player brings at least 1 sunken colony to zone2

Actions:
move 1 men from mainbuffer to zone2
Preserve Trigger

ad max zone

then have a preserved trigger to disable invincibility for all hydralisks on the playing field.

repeat these a few times, so full zones spawn to vacant ones.



None.

Oct 12 2007, 3:02 pm AntiSleep Post #22



Oh, and if you are looking for tutorials and reference, I suggest the Maplantis Wiki. The categories are on the left.



None.

Oct 12 2007, 3:10 pm ION Post #23



EDIT:
Yeah seeing the triggers helps so much more.
The deathcounter needs to be within each trigger?
Or do I need a separate dc trigger and 1 in each trig?

The dc will help control the amount of units being placed within a zone, so the warning will not go off?
The warning you displayed is for the units inside the buffer, telling the player that he has more units on the way, if he wants to move units at the zone. Otherwise the normal Unreplacable Units warning is basically disabled with this setup.

Lawl, am I even close..

Post has been edited 4 time(s), last time on Oct 12 2007, 5:02 pm by ION.



None.

Oct 12 2007, 5:11 pm ION Post #24



Just to make sure, before I go all out and start making a million triggers.

Trigger("Player 1"){
Conditions:
Command("Player 1", "Zerg Sunken Colony", At least, 1);
Bring("Player 1", "Zerg Hydralisk", "mainbuffer", At most, 50);
Deaths("Player 1", "Zerg Hydralisk", At least, 1);

Actions:
Create Unit with Properties("Current Player", "Zerg Hydralisk", 1, "spawnbuffer1", 1);
Preserve Trigger();
}

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

There would be no issues setting this up but for player 1-4 and using current player?

Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Command("CURRENTPLAYER", "Zerg Sunken Colony", At least, 1);
Bring("CURRENTPLAYER", "Zerg Hydralisk", "mainbuffer", At most, 50);
Deaths("CURRENTPLAYER", "Zerg Hydralisk", At least, 1);

Actions:
Create Unit with Properties("Current Player", "Zerg Hydralisk", 1, "spawnbuffer1", 1);
Preserve Trigger();
}

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

Just double checking.



None.

Oct 12 2007, 6:35 pm ION Post #25



Quote
Nude Posted: I advise you to add a condition to the spawn trigger that checks if at most 100 hyds at zone x. This will stop the spawning, but wont inform the player that his army isn't growing anymore.

I re-read everything, I thought this would be the simplest solution.

Regular trig,

Player 1.
Always.
Create 1 Hydra at MainBase.
for Player 1.

Hmm nothing seems to work.
Adding Command, but doesn't let me specify where?

Do I also have to add another Action?
Anything I try doesn't work, because Create 1 Hydra is still in the list of Actions?

I can do Bring, but still have the Create Hydra?

Should be something easier, like.

Player 1.
Always.
Create 1 Hydra at MainBase.
For Player 1

Player 1.
Commands at most 100 Hydras At MainBase.
Create 0 Hydras at MainBase
For Player 1

Then once there is space for Hydras to be created, the 1st Trig would kick back in.
Or am I leaning more toward a switch idea?

...omg my brain...

Oh to clear up 1 thing that Nude helped me with, is that when you move a OverLord to a new zone, it creates the SunkenColony, and auto starts creating Hydras.

So I'm sry AntiSleep if I led you on a trig tutorial for me, but thanks again, I now see how I could set it up differently and I could use that for other things.

But basically I'm touching on what Nude had to say about adding another Condition to the Create 1 Hydra Trig, thanks

Post has been edited 1 time(s), last time on Oct 12 2007, 6:43 pm by ION.



None.

Oct 12 2007, 9:22 pm NudeRaider Post #26

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
Quote
Nude Posted: I advise you to add a condition to the spawn trigger that checks if at most 100 hyds at zone x. This will stop the spawning, but wont inform the player that his army isn't growing anymore.
[...]
I re-read everything, I thought this would be the simplest solution.
But basically I'm touching on what Nude had to say about adding another Condition to the Create 1 Hydra Trig, thanks
Couldn't figure if you need help with the condtion. I'll just post it to be sure.
All you need is adding 1 condition to every of the 50+ spawn triggers:

Current player brings at most 100 hyds to zone x
This will be false as soon as 101 hyds are at the respective zone thus stopping the spawn for only this zone.
Note that this is simple, but has 1 disadvantage:
If the hyds are spread around the zone with many small gaps (too small to spawn a hyd) fewer hyds will fit in.
Then you might experience the warning again OR you stop the spawning too early (e.g. setting to 80 hyds) to be sure. (100/80 are only example values. You need to test which value will give you the best results for your zone size)
While antisleeps method always spawns the zone to its absolute maximum (no fixed limit).

Post has been edited 1 time(s), last time on Oct 12 2007, 9:29 pm by NudeRaider.




Oct 14 2007, 10:52 pm Falkoner Post #27



1. Create the unit in a place that will ALWAYS be empty.
2. Move the unit where you want it to spawn.
3. If the unit is still there, remove it.
4. (optional)Set a switch if the unit was there, and display a message like 'Building Exit Blocked'
5. (optional)When the switch is set, don't display that message.
6. (optional)Clear the switch if the unit is not there.



None.

Oct 15 2007, 12:23 pm NudeRaider Post #28

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 Falkoner
1. Create the unit in a place that will ALWAYS be empty.
2. Move the unit where you want it to spawn.
3. If the unit is still there, remove it.
4. (optional)Set a switch if the unit was there, and display a message like 'Building Exit Blocked'
5. (optional)When the switch is set, don't display that message.
6. (optional)Clear the switch if the unit is not there.
This IS what Antisleep suggested. But since he has possibly more than 1 spawn location which can be at any of the 50+ zones he obviously got confused how to set it up.
btw. 5. must be "When the switch is CLEARED, ..."




Oct 15 2007, 1:22 pm AntiSleep Post #29



I suggested a bigger buffer so there is some time to move units before they stop spawning.



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