Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Making a beacon into the ground?
Making a beacon into the ground?
Apr 13 2008, 12:47 am
By: Snowblind  

Apr 13 2008, 9:56 am NudeRaider Post #21

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

I have fixed the beacon triggers. I think your main problem was that you misunderstood the way the shared vision ai works.
This ai forces the specified player to give vision to the trigger owner. So you basically made P7 see what P6 sees.
That's why I gave the triggers to P1-5, which has also the advantage to do the disabling 5 times faster: 5 Beacons per trigger loop.
Also I compressed the triggers so they're much easier to read:

P1-5
Condition:

P7 brings at least 1 beacon to anywhere
Actions:
Center Location invis on beacon owned by P7 at anywhere
Give beacon at invis to P6
Disable beacon at invis for P6
preserve

P1-5
Condition:

P7 brings at most 0 beacon to anywhere
Actions:
Enable Shared vision for P6
Wait(2000)
Disable Shared vision for P6

Be careful with the last trigger: I was lazy there and used a wait to show the principle.
If at the beginning of the map (don't care about game time > 5s) any human executes a wait then you'll get a wait block. In this case replace the wait with a death counter timer.

Spawns a massive block? Like too many? I quickly checked it and you spawn 1 reaver per trigger loop. With hypers That's 8 reavers per second. You said something about disabling the hypers with a switch. You have to know this doesn't work instantly because the hyper triggers have to process all waits in the action list before they stop. The switch simply prevents them from rerunning. If you need hypers that turn off instantly take Switch hypers.

Post has been edited 1 time(s), last time on Apr 13 2008, 10:05 am by NudeRaider.




Apr 13 2008, 2:12 pm Ahli Post #22

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

If you do not want to share the vision with the beacon owner, just use a wait(0) between enabling and disabling vision in teh second trigger.




Apr 14 2008, 1:55 am Snowblind Post #23



So why is it that the switch hypers work then? Lol. It just spams switching On/Off switch 1. It just makes it go on, then off, then on, then off over and over. How does that make the switch I'm using almost instantly?

Edit: Okay, the switch Hypers didn't work. I had it so that before anything starts spawning, switch one goes off. The switch hypers were set for number 99. What did I do wrong this time? Lol. And the beacons don't work still...

Post has been edited 1 time(s), last time on Apr 14 2008, 2:14 am by Snowblind.



None.

Apr 14 2008, 9:31 am NudeRaider Post #24

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

I can't explain why switched hypers work, but I guess it's a similar principle to regular hypers. The important part about them is that they have waits distributed among 2 players and NOT the fact that there are switches in them. The switches are there to ensure a specific firing order. You could set minerals or a death counter instead.

Without seeing your triggers I can't guess what went wrong, but in the test map I attached the beacons are working. You must have made some slip of the pen when transferring them. Oh and be sure you use one switch in the actions/condition pairs and add ANOTHER to the conditions for switching off (or else it will enable themselves).
You should be able to implement the hypers and beacon triggers into your map. Both are pretty easy, but it's important that you copy them exactly.

So post your map or the triggers.




Apr 14 2008, 11:29 am FooFighters Post #25



Easiest way i see fit, to disable multiple beacons, make sure you have vision on for Player 5, and not for Player 6!

[Conditions] Part 1
Player 6 brings at least 1 TB to location Anywhere

[Actions]
Center location CB on TB owned by Player 6 at anywhere
Preseve Trigger


[Conditions] Part 2
Player 6 brings at least 1 TB to CB

[Actions]
Disable TB state
Give to Player 5
Preseve trigger


[Conditions] The Final Give
Player 5 brings at least 1 TB to anywhere

[Actions]
Wait 1000 milleseconds [Change this if you feel fit, it may work fine with it]
Give TB owned by Player 5 to Neutral
Preseve Trigger

I forgot how to spell one of the triggers wrong [i think i did] so check me if i did



None.

Apr 14 2008, 10:16 pm Snowblind Post #26



Okay. I wonder what I changed then besides the title of the map. I did just look at the invisible beacon triggs though. Did I set them to the wrong player?

Attachments:
DFND Lurk Def.scx
Hits: 1 Size: 37.92kb

Post has been edited 2 time(s), last time on Apr 14 2008, 11:15 pm by Snowblind.



None.

Apr 15 2008, 1:21 am NudeRaider Post #27

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

I guess you're not snowblind, but trigger blind :P -jk

Erm in the map you just posted the beacon triggers are working.
Your hypers are set up correctly, but P9+ can't execute triggers. Give it to P7 or w/e (any player without preserved waits).




Apr 15 2008, 2:18 am MNeox Post #28



You could also just create a unit like observer over beacon. That way you only disable beacon for that spot.
I usually use player 9 for that. :P and this works the same for bunkers, to make a fire effect.



None.

Apr 15 2008, 8:24 am NudeRaider Post #29

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 you can affect P9 with other players, but triggers OWNED by P9 will just be ignored




Apr 16 2008, 12:13 am Snowblind Post #30



And Nude, I totally agree with you. :D I am trigger blind. Even with my first map, there were too many bugs to count. :D



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