Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: new to the map making biz
new to the map making biz
Sep 27 2009, 6:39 pm
By: ashes2dust90  

Sep 27 2009, 6:39 pm ashes2dust90 Post #1



hey guys. I'm in the prosses of making my first map, and there are a couple of things that i need.

first off, can i at one point in the gae set a single players upgrades back to 0? (part of my map is an RPG aspect, where the unit evolves at multiple points in the game, i want all upgrades for the player to reset to 0 when it evos.)

secondly, and i know this is probably a no, but can i use veriables instead of millions of triggers and flags. example. when a time reaches 0 i want players 1 and 5 to receive 10 minerals for every scv, drone, and probe that player owns.

and lastly, the map starts with players 1 and 5 owning multiple supply depots (or other building) stacked in a certain location (this acts as a destroyable town gate.) if the opposing team destroys these gates, i want the player to be able to "re-build" the town gate. how can i set up a trigger to replace the stacked buildings?



None.

Sep 27 2009, 6:52 pm Devourer Post #2

Hello

Hi and welcome :)

First: No
Second: No
Third: I don't really understand the question but when you stacked buildings (directly over each other) and one of the buildings get destroyed you can build a new building there just with a probe and/or scv (It doesn't work with Zerg, but there is a Wiki-Article about Zerg-Stacking which I didn't read yet, go to the wiki-section over the navigation, it's under the "Starcraft" section) Of course you can re-create them via triggers againa s well.



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Sep 27 2009, 7:05 pm NudeRaider Post #3

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

1) No, just use different units that benefit from different upgrades or simply reduce the base values of these units.

2) You can't use variables but you can create loops:
- If player 1 has at least 1 scv and switch "give money" is set ==> give 1 scv to P9 and add 10 minerals for P1
- If player 1 has no scvs, and switch "give money" is set ==> give all scvs from P9 back to P1 and clear switch "give money"
The same for P5 but with P10 as temporary player. You can copy the first trigger a few times to speed up the process.

3) To be able to build on existing buildings you have to "switch the lights off" as it is called. That means you turn vision OFF for Player 1 and 5 to themselves.




Sep 27 2009, 7:14 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from ashes2dust90
hey guys. I'm in the process of making my first map, and there are a couple of things that i need.

first off, can i at one point in the game set a single players upgrades back to 0? (part of my map is an RPG aspect, where the unit evolves at multiple points in the game, i want all upgrades for the player to reset to 0 when it evolves.)
You can get an Ultralisk's armor back to 0 if you upgrade chitinous plates and 254 armor upgrades (256=0). You can't upgrade any past that. Generally, though, no.

Quote from ashes2dust90
secondly, and i know this is probably a no, but can i use variables instead of millions of triggers and flags. example. when a time reaches 0 i want players 1 and 5 to receive 10 minerals for every scv, drone, and probe that player owns.
Yes. There's a few ways to do this: One is detect the number of scvs/drones/probes exactly (exactly 1, exactly 2 ,etc...). The other is to use binary countoffs, which would have a side-effect of deselecting every single probe/drone/scv if it were selected at the time. Variables in SC are best stored in death counts, which can store 32 bits of information.

Quote from ashes2dust90
and lastly, the map starts with players 1 and 5 owning multiple supply depots (or other building) stacked in a certain location (this acts as a destroyable town gate.) if the opposing team destroys these gates, i want the player to be able to "re-build" the town gate. how can i set up a trigger to replace the stacked buildings?
Why do they have to be stacked? The only way you're going to re-stack them is if you turn off vision for the player, and build it yourself. If you remove a building, the area is marked as buildable, even if there is already another building there. However, that would imply that you have already pre-stacked that area. I don't this is a very good idea. Explain what you want, and we'll try to come up with a better way to achieve the effect you desire.

Finally, welcome to SEN. Please make sure to read the stickies at the top of this forum, since they're very helpful. If you don't understand any terms, look them up in our wiki, or don't hesitate to ask (but check the wiki first). If you are using firefox, please do us all a favor and pay attention to the red underlined words, and if possible, fix the spelling. It doesn't take very long, and can help immensely. Generally we can tell by context clues, but if there is consistent spelling and grammatical errors, it just makes it that much harder to help you.



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

Sep 27 2009, 7:43 pm ashes2dust90 Post #5



thanks to all three of you for the help. i didn't think that i could re-set upgrades, but i figured i would ask. and thanks raider for the idea with using p12 for the minerals, that'll help a lot.

as for the third question, i'll go more in depth on the concept of the map.

lords and knights
this is an 8 player map. players 1 and 5 are the "lords." the "lords" own a town. their responsibility is to maintain a town. building houses to bring more residents, putting the residents to work, and receiving taxes for working residents. they will have to build farms on "fertile land" in order to produce food for the town. collect lumber (gas) for building construction, pay their knights, and so on. the object of the game is to have the knight players defeat the "dragon" (or some other boss) in the middle of the map, then to siege the other town. victory is achieved when the opposing lord is killed. both towns are walled in, with one entrance. when the map begins, that entrance is blocked by stacked buildings (stacked so that smaller units cant sneak through) so in order to get to the lord, the apposing force will have to destroy the city gate. now what i want is for either lord to be able to "rebuild" (i use quotes because i don't want them to physically re build it. i want a trigger to do it. if they rebuild themselves, then i can see players spending all their time stacking the gate. i want to be able to control how long the players spend on the gates.) so i need a trigger that'll replace these builds at a hefty lumber cost.

another thing i just though of....

if i have two different locations with the same name, and write a trigger using that trigger, will the trigger apply to both locations?

Post has been edited 1 time(s), last time on Sep 28 2009, 3:04 pm by rockz. Reason: Merging Posts



None.

Sep 27 2009, 9:10 pm theleo_ua Post #6



Quote from ashes2dust90
another thing i just though of....

if i have two different locations with the same name, and write a trigger using that trigger, will the trigger apply to both locations?

The trigger will apply to location that you selected. Starcraft trigger system understand locations by IDs (not by names). And each location has unique ID independently of location names. You cannot see IDs in SCMDraft as I know.

And I think it is not good idea to mark different locations with the same name - you will confused, if later your triggers will not work and reason will be "wrong location selected for trigger".



None.

Sep 27 2009, 9:15 pm Norm Post #7



Indeed, you will have to guess which location is which when you select the location for the trigger to effect.

It is much better to name similar locations something like:

Gate1, Gate2 instead of calling them both "Gate".

Units work the same way as well in terms of naming.



None.

Sep 27 2009, 9:30 pm lil-Inferno Post #8

Just here for the pie

THIS DOESN'T WORK!


Post has been edited 1 time(s), last time on Sep 30 2009, 4:42 am by NudeRaider. Reason: added collapse box to avoid confusion




Sep 27 2009, 9:58 pm ashes2dust90 Post #9



thanks inferno, that;'ll help a lot to. i'll do a test map using both your suggestion, and raiders. see which one works smoother.

now for the noob question of the day!!!!!!!!

i know this is a simple fix. i did it once a couple years back when i touch on map making, but i cant remember what i did.

i played the map as player one to test a couple triggers, but it randomizes what color i start as, and the triggers dont work unless I'm red. how do I fix it so that player 1 is always red, player 2 always blue, so on.



None.

Sep 27 2009, 10:03 pm lil-Inferno Post #10

Just here for the pie

Quote from ashes2dust90
i played the map as player one to test a couple triggers, but it randomizes what color i start as, and the triggers dont work unless I'm red. how do I fix it so that player 1 is always red, player 2 always blue, so on.
Under the "forces" tab, make sure that "randomize start location" isn't checked off for all playing forces.




Sep 27 2009, 10:12 pm ashes2dust90 Post #11



obvious lol. thanks



None.

Sep 28 2009, 12:13 am Craftstar2 Post #12



Quote from ashes2dust90
thanks to all three of you for the help. i didn't think that i could re-set upgrades, but i figured i would ask. and thanks raider for the idea with using p12 for the minerals, that'll help a lot.

as for the third question, i'll go more in depth on the concept of the map.

lords and knights
this is an 8 player map. players 1 and 5 are the "lords." the "lords" own a town. their responsibility is to maintain a town. building houses to bring more residents, putting the residents to work, and receiving taxes for working residents. they will have to build farms on "fertile land" in order to produce food for the town. collect lumber (gas) for building construction, pay their knights, and so on. the object of the game is to have the knight players defeat the "dragon" (or some other boss) in the middle of the map, then to siege the other town. victory is achieved when the opposing lord is killed. both towns are walled in, with one entrance. when the map begins, that entrance is blocked by stacked buildings (stacked so that smaller units cant sneak through) so in order to get to the lord, the apposing force will have to destroy the city gate. now what i want is for either lord to be able to "rebuild" (i use quotes because i don't want them to physically re build it. i want a trigger to do it. if they rebuild themselves, then i can see players spending all their time stacking the gate. i want to be able to control how long the players spend on the gates.) so i need a trigger that'll replace these builds at a hefty lumber cost.

Why don't you just make the gate a terran building. That way it can be repaired (you can set the mineral cost to something expensive) to make it be expensive to repair, and you can rebuild it if it is destroyed.



None.

Sep 28 2009, 3:10 pm rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from lil-Inferno
Actually, there is a way to give a reward based on SCVs owned by a player without giving them to other players.
Collapsable Box

Of course, you need to edit the player for the triggers that you need. Note that the "death counter" is one minute long and it won't work without hyper triggers. Also note the order of the triggers. Due to the way StarCraft works, the first trigger will add one death to "Cave" when the player has 719, making it 720. Since it's 720 now, it will set the death to 1 for "Cantina", which in this case triggers the "binary countoffs". StarCraft works in a way that it goes through the triggers, so you don't have to worry about the reward trigger repeating itself because, by the end of the trigger cycle, the deaths of "Cantina" and "Cave" will be set back to zero. Also note that it only goes up to 128 because by then, the player would have hit the supply limit unless you use this method.

I understand this is a lot to take in during your first step of a mapmaking career, but you'll get used to it :P.
If I have 12 scvs using that method I'd get 15 minerals. To use countoffs, you have to give away the scvs. The better way is to use trigger duplicator and make 100-200 triggers using "exactly 1" to "exactly 200". 400 triggers isn't "a million".



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

Sep 28 2009, 9:15 pm ashes2dust90 Post #14



there's a trigger duplicator?



None.

Sep 28 2009, 9:36 pm darksnow Post #15



Quote from ashes2dust90
there's a trigger duplicator?
^this

i spent 2 hours copying binary count offs and NOW you tell me theres a trigger duplicator?



None.

Sep 28 2009, 9:47 pm Chubacca Post #16



yeah just look it up on the database here, the first time you run the program it wont work because it has to find the location of the program, but after that it works perfectly if u don't move the files. Ill get the download link, hold on.

http://www.staredit.net/files/383/

There is another one i haven't tried yet but I recommend this one, it is very user friendly if you are used to scmdraft triggering and written TrigEdit.

http://www.staredit.net/files/1202/

This one looks complicated but I bet is promising from the picture, just thought I would give the two trigger duplicators.



None.

Sep 29 2009, 4:08 am NudeRaider Post #17

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

And here's another one.

However when downloading the old Maplantis content you have to manually edit the download links:
Replace the "maplantis.org" part with "staredit.net/maplantis".




Sep 30 2009, 12:58 am ashes2dust90 Post #18



thanks for the duplicator, it'll help A LOT!!!!!!

but....theres a problem with a trigger i wrote and i'm having trouble firguring out whsats wrong with it.


Trigger("Player 1"){
Conditions:
Command("Current Player", "Terran Civilian", Exactly, 0);
Switch("civi food stock minus", set);

Actions:
Give Units to Player("Player 11", "Current Player", "Terran Civilian", All, "Anywhere");
Set Switch("civi food stock minus", clear);
Comment("civi food stock minus end");
}

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

Trigger("Player 1"){
Conditions:
Switch("civi food stock minus", set);
Command("Current Player", "Terran Civilian", At least, 8);
Bring("Current Player", "Vespene Orb (Protoss Type 1)", "team 1 food stuffs", At least, 1);

Actions:
Give Units to Player("Current Player", "Player 11", "Terran Civilian", 8, "Anywhere");
Kill Unit At Location("Current Player", "Vespene Orb (Protoss Type 1)", 1, "team 1 food stuffs");
Preserve Trigger();
Comment("P1 civi 8 feed");
}

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

Trigger("Player 1"){
Conditions:
Command("Current Player", "Terran Civilian", At least, 1);
Switch("civi food stock minus", set);
Bring("Current Player", "Vespene Tank (Terran Type 1)", "team 1 food stuffs", At least, 1);

Actions:
Give Units to Player("Current Player", "Player 11", "Terran Civilian", 1, "Anywhere");
Kill Unit At Location("Current Player", "Vespene Tank (Terran Type 1)", 1, "team 1 food stuffs");
Preserve Trigger();
Comment("P1 civi 1 feed");
}

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

Trigger("Player 1"){
Conditions:
Switch("civi food stock minus", set);
Command("Current Player", "Terran Civilian", At most, 7);
Command("Current Player", "Terran Civilian", At least, 1);
Bring("Current Player", "Vespene Orb (Protoss Type 1)", "team 1 food stuffs", At least, 1);

Actions:
Kill Unit At Location("Current Player", "Vespene Orb (Protoss Type 1)", 1, "team 1 food stuffs");
Create Unit("Current Player", "Vespene Tank (Terran Type 1)", 8, "team 1 food stuffs");
Preserve Trigger();
Comment("p1 feed civi food bushle conversion");
}

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




the point of these triggers is to subtract food from the "food stock" for each scv, drone, probe, and civi the player owns (i have a copy of the trigger for each different unit) whenever the "season count down timer" hits 0. (there's a trigger that sets the "civi food stock minus" switch) . in the "food stock" location, there are two types of units. vespene tanks, and cubes. the cubes feed 8, and the tanks feed one. (i have a trigger that'll destroy 8 tanks and create 1 cube when-ever theres more than 7 tanks)

when i tested the trigger, when the timer hit 0, 3 cubes were destroyed, followed by three more, then two. (it started at 8 total) it seames to me the the "civi food stock minus" switch isn't clearing in the first trigger. can anyone tell me why?



None.

Sep 30 2009, 1:15 am rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from ashes2dust90
the point of these triggers is to subtract food from the "food stock" for each scv, drone, probe, and civi the player owns (i have a copy of the trigger for each different unit) whenever the "season count down timer" hits 0. (there's a trigger that sets the "civi food stock minus" switch) . in the "food stock" location, there are two types of units. vespene tanks, and cubes. the cubes feed 8, and the tanks feed one. (i have a trigger that'll destroy 8 tanks and create 1 cube when-ever theres more than 7 tanks)
You can't create vespene tanks or mineral chunks.

Quote from ashes2dust90
when i tested the trigger, when the timer hit 0, 3 cubes were destroyed, followed by three more, then two. (it started at 8 total) it seames to me the the "civi food stock minus" switch isn't clearing in the first trigger. can anyone tell me why?
You have more than 1 civilian.

Since you're giving away all your units, do this.

Binary countoffs to count the number of scv, then drone, then probe, then civ. Add them all together. Subtract that number from your "foodstuffs" variable.



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

Sep 30 2009, 1:38 am ashes2dust90 Post #20



whats a binary cut of??? also, what resource (anything, data disc, psi emitter, anything that the opposing team can target) can i create using triggers?



None.

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