Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: a little challenge for the pros....
a little challenge for the pros....
Mar 7 2009, 1:29 am
By: areYOUanIDIOT  

Mar 7 2009, 1:29 am areYOUanIDIOT Post #1



I don't know if this question was already posted, i did search for the question and wikied, but nothing helped me, so i'm going to ask this question:

I made a map and certain units are supposed to be not buildable. However if a person builds a supply depot on location X, unit X is buildable for that person. If their supply depot get destroyed on Location X, the unit will become unbuildable, until they build the supply depot in location again.

Also how can i make that certain unit change into a different unit when built. EX.firebat turns into zeolot, and the unit spawns where the firebat spawned.

Basically this is the summary:
A person builds a supply depot in location X, they are able to build a certain unit, and when they vuild that certain unit it changes into a different unit, however if the supply depot is destroyed the certain unit is not buildable. Thank you very much if you do help me.

Post has been edited 1 time(s), last time on Mar 7 2009, 2:23 am by NudeRaider. Reason: removed wall of text, added clarity



None.

Mar 7 2009, 1:52 am Morphling Post #2



The way you worded it was kind of hard to understand. Also, by "Create" do you mean from a building or trigger?



None.

Mar 7 2009, 2:02 am Kaias Post #3



You can set up your own tech level by devoting a resource to it and then you can use the other resource to define costs for it.

For example, if you want the player to be at tech level three you constantly set their gas to 3; all tech level 3 units would cost 3 gas, all tech level 2 would cost 2 gas and all tech level 4 you set to cost 4 gas. That way you can control what level they can build at, so if they are always set to 3 gas, they can only get tech 3 and lower.

So,
If the Player brings at least 1 Supply depot to Location X, then set the players tech level (gas) to be able to get that unit, and if there is no Supply depot to Location X, then set the tech level lower.

It all depends on the resources you can spare, whether this is a valid solution or not.



None.

Mar 7 2009, 2:18 am NudeRaider Post #4

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

for clarity use this in the future:
Create = new unit via trigger
Build = new unit via train in a building
And please no walls of text. I'm sure your keyboard has an Enter key.

When you always replace the unit you want to be disabled with another then it's easy:
For example, when the player has a depot he can build a Marine which is converted to a Jim Raynor (Marine). When he has no depot the player has no access to that unit, so you remove the Marine (and possibly give a message).

So it would be 2 simple triggers:
#1
C: Player brings at least 1 Depot to anywhere
C: Player brings at least 1 Marine to anywhere
A: Center Location 1 on Marine at anywhere
A: Remove 1 Marine at Location 1
A: Create 1 Raynor at Location 1

#2
C: Player brings at most 0 Depot to anywhere
C: Player brings at least 1 Marine to anywhere
A: Remove 1 Marine at Location 1
A: Display "You need a depot!"

Post has been edited 1 time(s), last time on Mar 7 2009, 5:02 am by NudeRaider.




Mar 7 2009, 4:50 am Madroc Post #5



Alternatively, you could make it so that when the player builds a supply depot on this particular spot, they are given an academy in somem random place. They can now build firebats and medics from their barracks'. If they build a supply depot in this other place, they are given an armory, allowing them to build valkyries or goliaths. Then constantly have a trigger that says "if current player controls no supply depots here, destroy all academies for that player," etc. Not quite as controllable as the posters before me, but prettier for sure.



None.

Mar 7 2009, 5:17 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

you can detect the unit built, and if it isn't buildable, remove it and refund money. You can detect the decease in money too if you want.



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

Mar 7 2009, 8:57 am areYOUanIDIOT Post #7



Quote from NudeRaider
for clarity use this in the future:
Create = new unit via trigger
Build = new unit via train in a building
And please no walls of text. I'm sure your keyboard has an Enter key.

When you always replace the unit you want to be disabled with another then it's easy:
For example, when the player has a depot he can build a Marine which is converted to a Jim Raynor (Marine). When he has no depot the player has no access to that unit, so you remove the Marine (and possibly give a message).

So it would be 2 simple triggers:
#1
C: Player brings at least 1 Depot to anywhere
C: Player brings at least 1 Marine to anywhere
A: Center Location 1 on Marine at anywhere
A: Remove 1 Marine at Location 1
A: Create 1 Raynor at Location 1

#2
C: Player brings at most 0 Depot to anywhere
C: Player brings at least 1 Marine to anywhere
A: Remove 1 Marine at Location 1
A: Display "You need a depot!"

yea sorry, for the wall of text,

anyways if i do the trigger, wouldn't jim spawn only at location 1? even if a person built a barrack(lets say not on location 1)
How can i make the unit spawn where the marine spawned?

If i did misunderstood your post, I'm very sorry, i am really noobie at this.

and i just realized
i can't seem to find the action "Center Location 1 on Marine at anywhere".

Post has been edited 1 time(s), last time on Mar 7 2009, 10:14 am by areYOUanIDIOT.



None.

Mar 7 2009, 9:26 am JaFF Post #8



You did misunderstand his post. His triggers would replace any marine built anywhere with a Jimmy as long as you have a supply depot anywhere on the map. If you look closely, you'll see that Location 1 is not stationary - it is moved to the marine, therefore it will work anywhere on the map (as long as you make it small, like 1x1 tiles).

Also, add a 'Preserve trigger' action to both of those triggers if you want them to work more than once.



None.

Mar 7 2009, 12:38 pm NudeRaider Post #9

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

Yeah the "Center Location" action is confusingly sorted under "Move Location" in the action list, but in the trigger text is says Center Location.




Mar 7 2009, 1:41 pm areYOUanIDIOT Post #10



THANKS SO MUCH NUDE, anyways i got 1 more question, i don't know if this is in the wiki or tut cause i checked in deathcount and everything that might be related to the problem i have.

Anyways here is the question, when the game starts i tried make everything pitch black and making text messages pop up and forcing people to read it so they know how to play. However, i can't see to make it pitch black.

For the text message i set elapsed time for the text to pop up however, nothing pops up. In addition i did the always condition, and the message popped up, however it went away really fast. If possible can you help me, because i really find you as a pro.

heres how i did it:
Player: All players
Conditions: Always
Actions: display for current player: HELLO EVERYONE!
this trigger ^ worked but the text disappeared really fast.

heres the second one i did
Player: All players
Conditions: Elapsed scenario time is exactly 1 game seconds.
Actions: display for current player: HELLO EVERYONE!
This one ^ did not work

As for this one it did not work too VVV
i would then do the same thing with the next line...heres an example
Player: All Player
Conditions:Elapsed scenario time is exactly 4 game seconds.
Actions: display for current player: Read this, to learn how to play!

and i would continue this. However the elapsed time thing doesn't work, if it did it would probably just disapear in a second, giving people barely no chance reading it.(i think)

Post has been edited 3 time(s), last time on Mar 7 2009, 2:56 pm by areYOUanIDIOT.



None.

Mar 7 2009, 1:50 pm JaFF Post #11



About the text display: Post your triggers so we can fix them, because the information you've given us so far is quite limited. It may be wait blocks, or something else, depending on how you constructed your triggers. Please either copy them accurately into your post (without omitting anything) or just copy/paste them from the text trigger editor.

For the 'pitch back' part: constantly center their screen on an area they cannot see. The trigger for this would be the following:

Players:
Force 1 (assuming this is where all the humans are)
Conditions:
Elapsed scenario time is at most N game seconds (where N is the length of the briefing)
Actions:
Center Screen on Location 'Can't See' (it's easy to find, since it's one of the first actions in the list)
Preserve Trigger



None.

Mar 7 2009, 3:11 pm NudeRaider Post #12

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

Ha JaFF, seems you have forgotten about the old mapping days when there were no hyper triggers (which I assume he doesn't use).

When you say "exactly 1 second" then you will miss the point where 1 second has elapsed because triggers are checked every 2 seconds (at 0 and at 2, at 4, etc.). So change it to "at least 1 second" which includes every time after that. Of course then you mustn't preserve that trigger so it only runs once.

About the quickly disappearing text display:
The length of the text determines how long sc displays it. If you want to display it longer, add a lot of spaces.

Adding to what JaFF said:
The location 'Can't See' must be at a place where no player has units, map revealers and where you haven't uncovered the fog of war in the editor.
You can place their start locations there (when you're not letting players choose a race, because that would spawn a main building and workers) so even in the first split second they see nothing but black.




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