Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Adding game modes on Diplo map
Adding game modes on Diplo map
Oct 11 2021, 2:00 am
By: Henderson  

Oct 11 2021, 2:00 am Henderson Post #1



Hello,

I have been struggling to add 5 game modes onto this map (map is attached).

The game modes I would like to add is: #1. random select, #2. FFA #3. 3v3 select, #4. 2v2 select & #5. manual select

If anyone can please edit the map to have these modes in map or offer help/advise. Thanks!

Attachments:
Diplo Middle East 2.35 FINAL.scx
Hits: 0 Size: 407.03kb

Post has been edited 1 time(s), last time on Oct 11 2021, 2:17 am by Henderson.



None.

Oct 11 2021, 8:56 am 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

Hello. :)

Nobody will create your map for you. But we will help you understand what you have to do. Assuming you want fixed alliances (no backstabbing) the system could go as follows:

The first player will get a civ for the initial choice:

P: Player Force
C: Always
A: Give all civ at chooser from P12 to player force

The choices could be realized by beacons with a location and a neutral unit whose names are the name of the mode. Save the result in death counter "Mode".


Player chooses 2v2, 3v3 or manual mode:
If "Mode" is either 3, 4 or 5, Player force gets 1 chooser at the team select location. Same principle: A beacon per Team, with a location and a unit named after team number. Setting teams:

P: Player Force
C: Current Player brings 1 civ to "Team 1"
A: Set death counter "Teams" to 1 for Current Player
A: Remove civ

P: Player Force
C: Current Player brings 1 civ to "Team 2"
A: Set death counter "Teams" to 2 for Current Player
A: Remove civ

Add restrictions to your heart's content so not everyone can join the same team.


Player chooses random mode:
Assuming there's a free CPU player in slot 8 and only 2 possible teams. Those assumptions make the triggers really simple but other solutions exist if they are wrong.

So what I do here is I set everyone to be in Team 1, and randomize a switch. Immediately after, I put them in Team 2 if their switch is set (they remain in Team 1 if the switch is cleared). Since the trigger is set up for the player force every player will run an independent copy of it.

P: Player Force
C: Player 8 has suffered exactly 1 death of "Mode"
A: Randomize Switch 1
A: Set "Teams" to 1 for Current Player

P: Player Force
C: CPU player has suffered exactly 1 death of "Mode"
C: Switch 1 is set
A: Add 1 to "Teams" for Current Player

Note that all of the triggers shown so far must not be preserved to function as intended.


Player chooses ffa mode:
As far as I understand the only mode with no enforced teams, so we don't need to do anything.
If you want to prevent manual alliances, just set everyone to be foes with player force and preserve. Condition would be Teams=0.





Now that the teams have been assigned it's just the matter of enforcing them. It'll look like this:
x = Every possible player number

P: Player Force
C: Current Player has suffered exactly 1 deaths of Teams
C: Player x has suffered exactly 2 deaths of Teams
A: Set Player x as enemy
A: Preserve

P: Player Force
C: Current Player has suffered exactly 2 deaths of Teams
C: Player x has suffered exactly 1 deaths of Teams
A: Set Player x as enemy
A: Preserve

P: Player Force
C: Current Player has suffered exactly 1 deaths of Teams
C: Player x has suffered exactly 1 deaths of Teams
A: Set Player x as ally
A: Preserve

P: Player Force
C: Current Player has suffered exactly 2 deaths of Teams
C: Player x has suffered exactly 2 deaths of Teams
A: Set Player x as ally
A: Preserve

Keep in mind that all of the above is just a quick mock-up and may contain bugs. Pay attention to trigger order, player/force numbers etc. as I did use some mapping tricks to keep trigger count low and logic obvious so it's recommended that you do use them as a starting point. But to make them work properly you'll most likely have to expand on them, so don't treat the triggers as a ready-to-go solution.




Oct 11 2021, 4:21 pm Dem0n Post #3

ᕕ( ᐛ )ᕗ

I offered a similar solution that was simplified so as to not require as many triggers. In my solution, you have two forces and divide the six players between them. That means that by default 3v3 or 2v2 (if there's only four players) is enabled. Then, when the game starts, the host chooses team mode or FFA. If he selects team mode, no changes need to be made, but if he selects FFA, run a trigger where everyone becomes unallied. Then, you can run your triggers to choose manual or random select for the countries.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2026-10-11. : 6:02 am]
Donald -- Samase
[2026-10-09. : 2:53 am]
Mr.BurnLiquid -- Symmetry
Symmetry shouted: I'll check it out this weekend!
Thanks
[2026-10-09. : 2:47 am]
Symmetry -- I'll check it out this weekend!
[2026-10-09. : 2:40 am]
Mr.BurnLiquid -- Symmetry
Symmetry shouted: Another map maker? Damn we really ARE back
I invite you to try out the map I modified. I don't have the creativity to create maps from scratch, but I do have the know-how to modify existing ones; my project is to tweak community campaigns (specifically those with errors—to make them playable.
[2026-10-09. : 2:27 am]
Symmetry -- Another map maker? Damn we really ARE back
[2026-10-09. : 1:51 am]
Mr.BurnLiquid -- Ultraviolet
Ultraviolet shouted: Mr.BurnLiquid actually yeah though I wasn't really saying it to narc on you. It just caught me off guard because I don't usually see it (because it's against the rules) "The avatar may not be bigger than 150x150 pixels". Kinda silly that it relies on users to be well behaved rather than just limiting the dimensions on uploads :lol:
Now that I wanted to change my avatar, the error image is showing up, haha.
[2026-10-09. : 1:34 am]
Mr.BurnLiquid -- Ultraviolet
Ultraviolet shouted: Mr.BurnLiquid actually yeah though I wasn't really saying it to narc on you. It just caught me off guard because I don't usually see it (because it's against the rules) "The avatar may not be bigger than 150x150 pixels". Kinda silly that it relies on users to be well behaved rather than just limiting the dimensions on uploads :lol:
Mr.BurnLiquid
Mr.BurnLiquid shouted: Ultraviolet Thanks; I'm new to the site and a Spanish speaker. I must have missed the part where it was prohibited—I'll change it now.
I invite you to try out a mission I'm modifying from *StarCraft Reversed*; I'm trying to make it more playable and challenging.
[2026-10-09. : 1:33 am]
Mr.BurnLiquid -- Ultraviolet
Ultraviolet shouted: Mr.BurnLiquid actually yeah though I wasn't really saying it to narc on you. It just caught me off guard because I don't usually see it (because it's against the rules) "The avatar may not be bigger than 150x150 pixels". Kinda silly that it relies on users to be well behaved rather than just limiting the dimensions on uploads :lol:
Thanks; I'm new to the site and a Spanish speaker. I must have missed the part where it was prohibited—I'll change it now.
[2026-10-09. : 1:31 am]
Ultraviolet -- Mr.BurnLiquid
Mr.BurnLiquid shouted: Ultraviolet Is it forbidden to have a large avatar?
actually yeah though I wasn't really saying it to narc on you. It just caught me off guard because I don't usually see it (because it's against the rules) "The avatar may not be bigger than 150x150 pixels". Kinda silly that it relies on users to be well behaved rather than just limiting the dimensions on uploads :lol:
Please log in to shout.


Members Online: NudeRaider, Mr.BurnLiquid