Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Space-based Diplomacy Map?
Space-based Diplomacy Map?
Nov 6 2007, 7:34 am
By: huxley  

Nov 6 2007, 7:34 am huxley Post #1



So I started tinkering in SCM Draft2, and figured out what I need to do regarding "no fly zones" for planets (except dropships, shuttles and/or overlords), but was wondering if there is an easier way to reduce the number of triggers I will need to preserve.

Otherwise, I will need to create 1 trigger per ship per location per side of the square.

If you need a visual to get a better understanding of what I'm trying to incorporate into this Space Diplomacy map, try this:

http://i23.tinypic.com/118d8g5.jpg



None.

Nov 6 2007, 1:06 pm NudeRaider Post #2

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

Quote from huxley
So I started tinkering in SCM Draft2, and figured out what I need to do regarding "no fly zones" for planets (except dropships, shuttles and/or overlords), but was wondering if there is an easier way to reduce the number of triggers I will need to preserve.

Otherwise, I will need to create 1 trigger per ship per location per side of the square.

If you need a visual to get a better understanding of what I'm trying to incorporate into this Space Diplomacy map, try this:

http://i23.tinypic.com/118d8g5.jpg
Just make 1 trigger owned by all players with condition always that has many actions: 1 action per unit you want to keep out.
those actions would look like this:
Move all Protoss Carriers for Current Player at 'base1 l' to 'base1 s'

If no Protoss Carrier is "on" the planet the trigger will run, but will not do anything.
Just keep in mind to have the location much larger than the platform or long ranged units like carriers could siege some buildings from outside. 4 additional locations per planet is not recommended, since you can only have 255 locations - which may sound much but as your map progresses you will sure reach the limit. And changing such things you have decided at the beginning of your project is a pain and very time consuming.

Post has been edited 1 time(s), last time on Nov 6 2007, 1:15 pm by NudeRaider.




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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 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
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