Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Minerals and kills count problem
Minerals and kills count problem
May 1 2010, 1:54 am
By: vela  

May 1 2010, 1:54 am vela Post #1



Well, this is my first try at Starcraft mapping. I recently re-installed it again and I am playing LAN some UMS maps and decided to try and make one of my own.

Since I couldn't find any FFA paintball scenarios I decided to create one.

I included triggers for a civilian to buy units. They do work. However, in order for me to try them, I included a trigger to raise my minerals to 50 and several enemy units to check counters. Minerals drop to 5 at the beginning of the game.

A defiler chooses between a marine or a ghost as the main character. The unit appears as intended and upon death, just as planned it re spawns. The second time it is killed, the unit won't re spawn.

I think there is something wrong with going to the 3rd time, because, whenever I kill a unit, 1 Vaspene Gas is supposed to be added, and it is. For the third time it stops adding gas.

Basically, I would like to get the counters to work properly. Any help is greatly appreciated.


edit: cyrrently using SC x-tra 2.6

Attachments:
Triggers for red.trg
Hits: 0 Size: 143.95kb

Post has been edited 1 time(s), last time on May 1 2010, 2:47 am by vela.



None.

May 1 2010, 3:58 am Aristocrat Post #2



Use SCMDraft.

Also, you need to preserve triggers for them to work more than once.



None.

May 4 2010, 6:05 am vela Post #3



You rock, man. Thanks.

I now know that all the triggers are working properly. However, i encountered another problem, which I know why is happening but can't figure out how to work it out.

Here is how it works. Player gets to choose as main unit a ghost or marine. If he chooses the marine, one will spawn at his base. Same will happen with the ghost. Now, every time marine or ghost dies, another one will spawn at the base.

After the first death, units appear uncontrollably. The trigger that I used is this:


Quote
Trigger("Red Champion")
CONDITIONS
Player 1 has suffered at least one deaths of private.

ACTIONS
Create 1 private at 'Red 1 Spawn' for Red Champion.
Preserve trigger.

I figured that since player already has one death count for the marine, every time trigger reloads, a new marine will spawn. So I tried this way:

Quote
Trigger("Red Champion"){
Conditions:
Command("Red Champion", "Terran Ghost", Exactly, 0);

Actions:
Create Unit("Red Champion", "Terran Ghost", 1, "Red 1 Spawn");
Preserve Trigger();
}

You can imagine how it went, now I had a marine and a ghost at the beginning of the game without ever choosing. But it was working, though ^^. I only had one ghost and one marine every time.

Now, my question is this: Is there a way for me to disable certain trigger and only enable it after x event occurs?
Or if anyone has an idea how I can get this feature to work properly? This is the last thing that will need fixing, because everything else works fine. Mineral count, kill count, unit spawn, etc.

Oh, and before I forget, can I copy+paste the triggers that exist for Player 1 to Players 2 and 3? Or do I have to write them all over again for each?

Thank you for the help.

Post has been edited 1 time(s), last time on May 4 2010, 6:21 am by vela.



None.

May 4 2010, 6:27 am Lanthanide Post #4



Combine the conditions from the two triggers together, like this:

Conditions:
Command ("Red Champion","Terran Ghost", Exactly, 0);
Player 1 has suffered at least one deaths of "Terran Ghost".

Actions:
Create Unit("Red Champion", "Terran Ghost", 1, "Red 1 Spawn");
Preserve Trigger();

That way you won't spawn a ghost until a ghost has died. Since no ghosts have died at the very start of the map, you won't spawn a ghost at the start of the map.

As for copying the triggers to P2 and P3, easy, but note that you are alternately using the force name or Player 1 in your triggers. When you copy these triggers to P2 and P3, they will still be referring to the force/Player 1. You need to use "Current Player". That way when the trigger is owned by P1, it will create units for P1, and when it is owned by P2, it will create units for P2, etc.

You should be using Scmdraft.

Read this as it covers the basics, which you seem to be in need of: http://www.staredit.net/wiki/Triggers
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Post has been edited 1 time(s), last time on Jan 12 2011, 11:23 pm by Lanthanide.



None.

May 4 2010, 7:23 am vela Post #5



Thanks a lot. The map is working already. Best paintball map so far, it kicks ass.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
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