Zombies : World
Aug 14 2009, 6:15 pm
By: AeroFx  

Aug 14 2009, 6:15 pm AeroFx Post #1





I'm making a map based on S.Hussein's Zombies Europa. It's an alternate storyline where zombies succeed in wiping out Europe and the rest of the world is trembling in fear.

I've got the story planned out, but I'm having major problems with the triggers, which I'm trying to do before I figure out where to place the buildings, units, etc.

First of all, I want to make it so that hatcheries auto-produce units.


Player 4

Always

center location labeled "purp spawn" on larvae by current player
preserve trigger

I've got no problem with that.

But now I want it so that if a player mutates the Hatchery into a hive, it makes a different unit.

Always

Center location labeled "hive" on all hives
Preserve Trigger

And then

Current player brings 2 Infected Human to Lair
Current player brings 1 lair to Lair

Remove 2 Infected Human at Lair
Create 1 Infected Rampager at Lair

It works, but the location doesn't move. IE: It only works for one lair. Any additional lairs don't work.



None.

Aug 14 2009, 6:18 pm darksnow Post #2



well you could try writing your own script, since i dont think they have a ai script just for building units



None.

Aug 14 2009, 6:39 pm Riney Post #3

Thigh high affectionado

This seems like more of a discussion for UMS Assitance not UMS in production.

Now your problem is you're centering the location on A hive, not every hive. To make it go through to all the other hives, you'll need to swap the hive you just checked to give a unit at to another player. When you do this the location can find a NEW hive, and thus continue your trigger system. When all hives are for the swapped player, revert all control back to the original player.

Post has been edited 1 time(s), last time on Aug 14 2009, 11:31 pm by JaFF. Reason: Tyopse



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Aug 14 2009, 7:24 pm Excalibur Post #4

The sword and the faith

This belongs in assistance. DM's solution should help you.




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Aug 14 2009, 7:35 pm Jack Post #5

>be faceless void >mfw I have no face

If you want just the larvae to change, then you want
always
Center Spawnloc on larva owned by P1
Preserve.

And:
P1 brings at least one Hive to Spawnloc,

Center smallSpawnLoc on larva at Spawnloc.
Remove one larva at SmallSpawnLOc.
Create 1 Strong Zombie at SmallspAwnloc
Preserve Trigger.
Then a different big loc for Lairs, and create one Medium Zombie instead of Strong Zombie.



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Aug 14 2009, 10:07 pm Riney Post #6

Thigh high affectionado

It really doesnt matter when you do it, but you need to get the larve detected fast before they move closer to neiborging hives and might morph into a strong/weaker unit.



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Aug 15 2009, 12:11 am AeroFx Post #7



I've tried all your suggestions but the location just won't move, and I tried giving the lair to player 8 then give it back to 4, but it doesn't switch.

=/



None.

Aug 15 2009, 12:16 am Riney Post #8

Thigh high affectionado

If you have one trigger that looks like this

Condition: Player 1 has one Hive

Actions: Center Location Hive on Player 1's Hive
Preserve Trigger

It should find a new hive if the one that was at Hive is switched to Player 8 or something.



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@RineyCat on Twitter

Sure I didn't pop off on SCBW like I wanted to, but I won VRChat. Map maker for life.

Aug 15 2009, 12:25 am AeroFx Post #9



Nope, still doesn't do it. Should i upload the map so other can see?



None.

Aug 15 2009, 12:29 am Riney Post #10

Thigh high affectionado

That would defently be a good idea



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Sure I didn't pop off on SCBW like I wanted to, but I won VRChat. Map maker for life.

Aug 15 2009, 2:10 am Vrael Post #11



Dark Marine has the right idea, essentially:

1). Center a location on a hive
2). Mutate the larvae at that hive
3). Give that hive to another player
4). Repeat steps 1-3 until there are no hives left owned by the spawning player
5). Give all the hives back to the spawning player

For this to work, you will need at least 3 triggers. One to center the location, one to spawn the units, and one to give the hives back after the spawning player has no hives remaining. This is just the minimum required and of course can be expanded by additional triggers for more functionality.



None.

Aug 17 2009, 9:20 pm Jesusfreak Post #12



I think the way S.Hussein did it was that he centered a location on the larvae, not on the hives. So basically, it would go something like this:

Conditions:
Player x brings at least 1 larvae to "anywhere."
Actions:
Center location "whatever" on larvae at "anywhere."

Conditions:
Player x brings at least 1 larvae to location "whatever."
Player x brings at most (or exactly, whichever you prefer) 0 Lair to location "whatever."
Player x brings at most 0 Hive to location "whatever."
Actions:
Create 1 Slow Zombie (or whatever) at location "whatever"
Remove 1 larvae at location "whatever" for player x.

Conditions:
Player x brings at least 1 larvae to location "whatever."
Player x brings at least 1 Lair to location "whatever."
Player x brings at most 0 Hive to location "whatever."
Actions:
Create 1 Rage-Infected Human (or whatever) at location "whatever"
Remove 1 larvae at location "whatever" for player x.

Conditions:
Player x brings at least 1 larvae to location "whatever."
Player x brings at most 0 Lair to location "whatever."
Player x brings at least 1 Hive to location "whatever."
Actions:
Create 1 Crimson Head Zombie (or whatever) at location "whatever"
Remove 1 larvae at location "whatever" for player x.

To make it so that other buildings affect what unit you get, just add in a condition that requires you to have the building in location "whatever" and change the unit to whatever (make sure to add "at most 0" conditions for each building, or else it'll spawn both the new unit outcome and the original).
For example:
Conditions:
Player x brings at least 1 larvae to location "whatever."
Player x brings at most (or exactly, whichever you prefer) 0 Lair to location "whatever."
Player x brings at most 0 Hive to location "whatever."
Plyaer x brings at least 1 ultra den to location "whatever."
Actions:
Create 1 Suicidal Zombie at location "whatever"
Remove 1 larvae at location "whatever" for player x.

(Note: The disadvantage of this system is that if you build a building or whatever by the hive and the larvae decides to come out on the other side of the hive/lair/hatchery, ie, you build a hydra den on the top side of the hive and the larvae spawn at the bottom, the building will have no effect =/. I supposed this would be solved by making the location larger, however, make sure it doesn't get too large, since you don't want one hive to be able to upgrade a bunch of hatcheries horded around it or something like that)
PS: Make your sequel less rigged than S.Hussein's original =P. Zombies Europa was one of the few maps I've seen to have been rigged for both sides XD. Ownage hero mutalisks for the zombies, super-armor fbats for the Germans, MIGs for the russians (seriously, hydras can't even touch MIGs XD), etc.

Also, make sure you get copyrights and such from S.Hussein.



None.

Aug 18 2009, 1:39 am lil-Inferno Post #13

Just here for the pie

Code
Trigger("Player 1"){
Conditions:
    Deaths("Current Player", "Cave", At least, 1);

Actions:
    Set Deaths("Current Player", "Cave", Subtract, 1);
    Preserve Trigger();
}

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

Trigger("Player 1"){
Conditions:
    Deaths("Current Player", "Cave", Exactly, 0);
    Command("Current Player", "Zerg Hatchery", At least, 1);

Actions:
    Set Deaths("Current Player", "Cave", Set To, 720);
    Set Switch("Hatchery Spawn", set);
    Preserve Trigger();
}

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

Trigger("Player 1"){
Conditions:
    Switch("Hatchery Spawn", set);
    Command("Current Player", "Zerg Hatchery", At least, 1);

Actions:
    Move Location("Current Player", "Zerg Hatchery", "Anywhere", "Hatchery");
    Create Unit("Current Player", "Terran Marine", 1, "Hatchery");
    Give Units to Player("Current Player", "Player 12", "Zerg Hatchery", 1, "Hatchery");
    Move Location("Current Player", "Zerg Hatchery", "Anywhere", "Hatchery");
    Preserve Trigger();
}

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

Trigger("Player 1"){
Conditions:
    Switch("Hatchery Spawn", set);
    Command("Current Player", "Zerg Hatchery", Exactly, 0);

Actions:
    Give Units to Player("Player 12", "Current Player", "Zerg Hatchery", All, "Anywhere");
    Set Switch("Hatchery Spawn", clear);
    Preserve Trigger();
}

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



I didn't read your whole post but from what I saw your problem is that only one place has units spawn in it.

Variables:
  • "Cave" - Death count
  • "Hatchery" - Location that the units spawn at and the Hatchery is given to Neutral.
  • "Hatchery Spawn" - Switch that initiates the spawning sequence.
  • "Zerg Hatchery" - Unit that the men spawn at.
  • "[men]" - Unit(s) you want.
  • "720" - Death count time (1 minute).
  • "Player 1" - Player that the trigger runs for (could be anyone...).
  • "Neutral" - Player that receives the Hatcheries that already spawned units.

The first trigger subtracts deaths off of the death count. The second initiates the spawning sequence, while also using a switch and setting the death count. The third trigger detects if the player has any Hatcheries left and if so, spawns men at them. The fourth trigger checks if the spawning sequence is finished and toggles it off.

This is a very simple yet effective method of spawning across multiple buildings. You can copy the third trigger so that it runs more quickly.




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