Need Some Help
Mar 10 2008, 11:11 am
By: BNUnknown  

Mar 10 2008, 11:11 am BNUnknown Post #1



Hello.
I'm new here.
Been reading through couple of the tutorials here.
Anyway, I appreaciate some help on this situation

-How can I make it so that all players in one force are able to build unit through a gateway/barrack and other upgrades etc.?
-How can I make it so that only when the main unit of the current playeris near to the gateway then only can theybuild unit

Thanks.
David.



None.

Mar 10 2008, 11:45 am shafka Post #2



If i got it rioght...then
To make possible units/upgrades in one force or for playes, go to (if using starforge) scenario-->players and there u will find upgrades, technologeis, etc...just need to mark them.

That other thing with main unit, i suggest to make main unit some sort of hero (which will not be used later) if u name him ex. "Main" then trigger should be like this: when "main" unit comes to location (around the gateway for ex) give that gateway to currentplayer (player who brings "main" unit) I think this should work.
Something like this:
Conditions:
Bring(CurrentPlayer,Exactly,1,Main,GatewayLoc);
Actions:
GiveUnits(All,Gateway,NeutralPlayers,GatewayLoc,CurrentPlayer);
PreserveTrigger();




None.

Mar 10 2008, 11:55 am Falkoner Post #3



shafka, you only have the first part of that, you also have to have a trigger that gives it away when there are 0 of the main heros there.

Quote
-How can I make it so that all players in one force are able to build unit through a gateway/barrack and other upgrades etc.?

You can customize the tech tree from just about any editor, just look through the menus at the top until you find something in relation to tech.



None.

Mar 10 2008, 12:03 pm BNUnknown Post #4



Alright .. Thanks for the help.I think I know what to do now.
Am using SCMdraft.

Do I place those buildings as a neutral(player12) for it to work ? Or does it work either way?
Edit: Got it working. Thanks :)

Another QN

Is there a way to avoid the unit limit ? Rather than having pylon and or supply depot in order to have that player able to have more units -_-

Thanks again.

Post has been edited 2 time(s), last time on Mar 10 2008, 1:22 pm by BNUnknown.



None.

Mar 10 2008, 2:05 pm Ryan Post #5



Quote from BNUnknown
Is there a way to avoid the unit limit ? Rather than having pylon and or supply depot in order to have that player able to have more units -_-

Sure. You could have a trigger create the units for them, or if you're having the players actually build the units, you could center a location on their units, remove that unit and replace it with a hero. Heroes don't require food. This is what they did for Risk on Starcraft.

Other than that I'm not sure of a way you could avoid the limit.




None.

Mar 10 2008, 3:17 pm BNUnknown Post #6



O alright. Thanks again. The 2nd method was what I'm looking for I think.

THanks. Didn't have any experience creating maps with all these triggers. Slowly getting a hang of it. :)

Edit:
Another QN
How do I make cloaked units(DT) visible to all players in a force? I still can't see it though I already set the alliance status for both and the DT is a neutral unit.

Thanks Again.

Post has been edited 1 time(s), last time on Mar 10 2008, 4:51 pm by BNUnknown.



None.

Mar 10 2008, 5:06 pm NudeRaider Post #7

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

You can Modifying Supply Limits by placing specific units for extended players.

Use the ai script (NOT ... at location) "shared vision ON". The trigger must be owned by the whole force, and you need to turn on the vision for every player in a separate action.




Mar 10 2008, 5:48 pm BNUnknown Post #8



Thank you for your input Raider.
Will look in to it tomorrow . GOta sleep now .. 2 am -_- ..

Gud Nite. Lol.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:13 pm]
Oh_Man -- No APM in chess. Computer just outthinks the human by seeing more moves ahead and more permutations
[10:12 pm]
Oh_Man -- U reckon? Kasparov waa defeated by computer decades ago
[05:47 pm]
NimoStar -- If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
[05:34 pm]
NimoStar -- Well. The bot didn't come up with any new strategy. It just has superhuman micro. Hard to beat that. I reckon even the simplest dedicated chess engines are unbeatable for humans now.
[02:13 pm]
Oh_Man -- all g
[10:54 am]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider did u watch the entire video? it's not one game. it's currently dominating the ladder at number 1 position. do ur research first!
Oops, caught me there, no I haven't. :( I was imagining how the game went. Sorry for that. Watching it now. brb
[10:52 am]
NudeRaider -- NimoStar
NimoStar shouted: They were not "Unprepared" that was their fifth loss in a row against the bot. The other replays are also available
that doesn't mean he was prepared. When humans come around with new strategies it often takes weeks until the pros figure out how to shut it down. Oh_Man that's certainly a way more convincing argument for micro being "too good to beat".
[09:43 am]
DiearAnother -- wirefram
[08:35 am]
NimoStar -- Well, pros showed that long ago... half of zerg pros just ling muta rush
[08:35 am]
NimoStar -- " its shown is that you can trade 1000's of apm to make up for lack of strategy"
Please log in to shout.


Members Online: Oh_Man, Symmetry