Visions
Aug 15 2009, 7:52 am
By: strupan  

Aug 16 2009, 5:38 am Pyro682 Post #21



Quote from Vrael
Quote from Pyro682
Within a short time of a scenario, the map revealers are ... "deleted", to easily say, and the vision sticks there permenately, so they do not count toward the unit count. What you could do is delete all of the map revealers, and place a series of units in their place, such as beacons. You then could run a trigger that Goes as follows: _____________________________________________________________________ Players: All Players Conditions: Current Player Brings at least 1 Beacon to Anywhere Actions: Center Location "X" On Beacon owned by Current Player at "Anywhere" Remove all Beacon owned by current player at location "X" Create 1 Map Revealer for Current Player at "X" Comment "Beacons ---> Vision" Preserve Trigger. _____________________________________________________________________ You could have these beacons owned by a computer, or a neutral player. That way, you garuntee the vision for all players, and you run it without AI scripts. Why you can't run Vision AI scripts is beyond me, but, whatever.
This will not work. Map Revealers do not exist in a location, and as such you can only delete ALL of them at once using the "Remove Unit" or "Kill Unit" action. The "Remove Unit at Location" and "Kill Unit at Location" actions will not work on a map revealer, and neither will "Center Location" work on a map revealer. The only alternative would be to have other units mark the locations of the Map Revealers, and since his map is CCMU'd anyway, this doesn't exist as an option for him. If he has enough locations left over, I suppose that is a possible work around, but it will require 64 locations.

1) I did not say to peg a location on a map revealer.
2) I did not say to remove a map revealer at a certain location.
3) I by-pass the problem of getting rid of the map revealer's count towards the CCMU, by knowing and using the map revealer's characteristic of being present in the game, then removed (automatically)
4) My trigger DOES use other units, like you suggested.
5) He has enough unit capacity for 1 set of Map revealers (For 1 player). I simply make it garunteed and shared for all players.
6) I have never said anything about replacing map revealers with beacons, due to cliffs and invalid terrain.

This removes beacons 1 at a time, therefore cycling through them, using 1 location. It then creates a single map revealer per person, and then, (due to the map revealer's characteristic of being removed from the map and this takes away its count to CCMU) this allows for a cycling through the map, placing map revealers with triggers. In essence, if you do not understand this [explaination], it compounds 8 map revealers into a 1 addition to the CCMU count. The beacons are pre-placed.

Post has been edited 4 time(s), last time on Aug 16 2009, 6:06 am by Vrael. Reason: calming down the post, anger is unhelpful and unneeded



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Aug 16 2009, 6:19 am rockz Post #22

ᴄʜᴇᴇsᴇ ɪᴛ!

How do you get the map revealers to be removed automatically? I just tried making 1700 map revealers and I got a CCMU.



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

Aug 16 2009, 6:38 am Vrael Post #23



My testing is also showing also shows this theory to be wrong (unless pyro has omitted some information about implementing this, of course). I placed 1699 buildings, and tried to create 2 map revealers. Only the first one places. Every 2 seconds my map tries to spawn a marine, after 2 minutes so far no marine has spawned. I'm going to leave the map running for maybe 10 minutes, but I think you're wrong about the auto-remove thing Pyro.

Edit: 15 minutes and no marine spawned, this auto-remove and not counting towards CCMU thing is false.

Edit2: Stopped testing at 16:26. Even if it were to work every 17 minutes, that's not exactly feasible as a mapmaking tool (in this case at least).
Also, sorry I misunderstood your trigger setup pyro for the beacons, it just wasn't explicitly clear they would be pre-placed. (And I missed rockz suggesting that too somehow).

Post has been edited 3 time(s), last time on Aug 16 2009, 7:54 am by Vrael.



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