Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Units that leave the screen die
Units that leave the screen die
Jun 9 2010, 8:26 am
By: ydralisk  

Jun 10 2010, 1:25 am Azrael Post #21



No problem ^^ The only reason I hadn't replied with it yet was because those still replying seemed wholly uninterested :><:

I used 3 locations that were 2 wide and maximum height, 3 locations that were 2x2, and 1 location that was 1x1 pixel.

One max height location starts on the left border of the screen, one starts on the right, and one starts in the center.

Along the very bottom of the map, I placed stacked Creep Colonies that extended along the left edge of the map to the right, at 1 tile intervals, all of them belonging to P11 except for a few at the beginning for P12 (the ones between the Right location and the Center location). I also placed a Spire for P12 near the right side of the map, to serve as a simple indicator of when it had reached the end.

Below is the trigger, copy and pasted from TrigEdit. All locations I used start with "Border - ".

Left, Right, Center = 2 x Max Height locations.

Grid Left, Right, Center = 2 x 2 locations at bottom of map, aligned with the max height locations.

Conditions:
Bring("Player 8", "Protoss Observer", "Borders - Center", Exactly, 0);
Bring("Player 12", "Zerg Spire", "Borders - Center", Exactly, 0);

Actions:
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Right", "Borders - Right");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Right", "Borders - Grid 1x1 Pixel");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Right", "Borders - Grid Right");
Give Units to Player("Player 11", "Player 12", "Zerg Creep Colony", 1, "Borders - Grid 1x1 Pixel");
Move Location("Player 12", "Zerg Creep Colony", "Borders - Grid Center", "Borders - Center");
Move Location("Player 12", "Zerg Creep Colony", "Borders - Grid Center", "Borders - Grid 1x1 Pixel");
Move Location("Player 12", "Zerg Creep Colony", "Borders - Grid Center", "Borders - Grid Center");
Give Units to Player("Player 12", "Player 11", "Zerg Creep Colony", 1, "Borders - Grid 1x1 Pixel");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Left", "Borders - Left");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Left", "Borders - Grid 1x1 Pixel");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Left", "Borders - Grid Left");
Give Units to Player("Player 11", "Player 12", "Zerg Creep Colony", 1, "Borders - Grid 1x1 Pixel");
Preserve Trigger();

He didn't need above and below, although that would work similarly.

Edit: By the way, I was referring to the content of recent postings in the thread when I made the comment about unhelpful conduct. I didn't mean the earlier posts, for example, your original post in the thread was constructive, helpful, and legitimate since it would work exactly the way you described it :) I didn't mean to sound like I was including such posts in my comments.

Post has been edited 4 time(s), last time on Oct 12 2010, 12:17 pm by DevliN. Reason: Mineral abuse.




Jun 10 2010, 1:38 am Lanthanide Post #22



Ok, so that works for the observer moving from the right of the map to the left, yes?

What if we then wanted the observer to turn around and go back the other way once it reached the finish line?



None.

Jun 10 2010, 1:41 am Azrael Post #23



Quote from Lanthanide
Ok, so that works for the observer moving from the right of the map to the left, yes?

What if we then wanted the observer to turn around and go back the other way once it reached the finish line?
Ah, good question. What I would do in this instance is have this trigger run when a death count is 0, and have the exact opposite of it (give P11 to P12 becomes give P12 to P11,etc) run when the death count is 1.

Then, when P12 brings a Spire to Center, I would set the death count to 1 :) At that point it would run backwards the exact way it ran forward.

That's why I say it's a simple, easy-to-work with system. Any sort of modification like that is extremely easy to configure. For example, he's doing to double the length of his map, all he needs to do is extend the line of Creep Colonies for P11 to reach the new edge of the map, and then move the Spire down too.

There are a lot of ways to expand on this, since it always keeps track of where the center, left, and right edges of the screens are. You can, for example, easily set up a cinematic cutscene or other even to be triggered at a certain location, simple by placing a Spore Colony or whatever you want for P12 down on the Creep Colonies. Then you use, "when P12 brings 1 Spore Colony to Center" as a condition for triggering the event.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:16 pm by DevliN. Reason: Mineral abuse.




Jun 10 2010, 1:44 am Biophysicist Post #24



Quote
Ok, let me change my phrasing

It will work if you can keep 1 Observer above every Civilian.

Now how do you do that? That's what I asked, and you said, "cycling". That is the part that won't work. Yes, you cycle them, I get that, it would work great if you could keep 1 Observer over every Civilian.

Which you can't, as far as I know. If you can tell me a way to keep them there then like I said, I'll be extraordinarily grateful.
Huh, while typing out the triggers, I realized that there might be a flaw in my knowledge of location centering. I'll make a test map and so on to make sure it will actually work. Tomorrow, though.



None.

Jun 10 2010, 1:47 am Azrael Post #25



Quote from Biophysicist
Huh, while typing out the triggers, I realized that there might be a flaw in my knowledge of location centering. I'll make a test map and so on to make sure it will actually work. Tomorrow, though.
Please do, I will bet money it's impossible but if you can get it to work I will love you forever! :D

I honestly cite this all the time as my #1 motivator for switching to SC2 mapmaking. I had a map where you cast Dark Swarm on a unit and lets say, 15 seconds the unit would explode. The problem is if the player owns even 2 of those units, it's impossible to keep track of which is which, especially if you want to use a system that would keep track of dozens of units out of hundreds. It just cannot be done =/

If you figure out a way to track units then I have about 8 maps I would start working on immediately :><: It would be like, the most epic breakthrough. I could never get anything to work. The way I tested it was, I had a computer on the map and he has 1 Civilian run into a power-up cage filled with 99 other Civilians. On his way there, I have a Siege Tank that hits him once. Now he runs inside, and power-ups seal the cage shut behind him. Then, Junkyard Dog is turned on for 5 minutes, and after it's over, the 1 Civilian needs to be moved via location outside with a trigger. You know it's the right one because of its reduced health.

If you can accomplish this, you're pretty badass.

I wonder, is there any EUDs that keep track of specific units? I've just started getting into them and if there was, that could be a solution. Time to ask in the shoutbox!

Post has been edited 4 time(s), last time on Oct 12 2010, 12:15 pm by DevliN. Reason: Mineral abuse.




Jun 10 2010, 1:55 am Lanthanide Post #26



Yes, tracking individual units on the map is the #1 problem with SC map making, and the #2 being the inability to put locations at arbitrary positions on the map (obviously this can be worked around by using anchors like burrowed units etc).



None.

Jun 10 2010, 1:58 am Roy Post #27

An artist's depiction of an Extended Unit Death

Quote from ydralisk
... Roy's Dash ...
Yay for someone playing my maps...

Honestly, if it were up to me, I would probably work a system using 5 observers total; 1 being the center where the screen is locked, and one for each edge of the screen (probably owned by players 9, 10, 11 and 12 for simplicity, unless Neutral couldn't use an observer for some reason), having a location stretching across the horizontal or vertical edge of the screen centered on the respective observer. Granted, you'd have to keep them in sync with the center observer's movements, but that wouldn't be difficult if it's completely trigger-controlled.

There's a few good suggestions that have already been stated in this thread (I didn't read carefully enough to see the legitimacy of the methods, but I'm sure they work or else they wouldn't have been posted), but I thought I'd throw in the lazy man's idea.




Jun 10 2010, 2:22 am Azrael Post #28



Quote from Roy
Yay for someone playing my maps...
LOL I play Mario all the time xD
Quote from Roy
Honestly, if it were up to me, I would probably work a system using 5 observers total; 1 being the center where the screen is locked, and one for each edge of the screen (probably owned by players 9, 10, 11 and 12 for simplicity, unless Neutral couldn't use an observer for some reason), having a location stretching across the horizontal or vertical edge of the screen centered on the respective observer. Granted, you'd have to keep them in sync with the center observer's movements, but that wouldn't be difficult if it's completely trigger-controlled.
Spiffy! I like it! Simple, reliable, and functional.
Quote from Roy
I'm sure they work or else they wouldn't have been posted
:><:

Post has been edited 2 time(s), last time on Oct 12 2010, 12:16 pm by DevliN. Reason: Mineral abuse.




Jun 10 2010, 3:30 am Azrael Post #29



Quote from poison_us
Roy's method is easy and essentially foolproof.
This.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:15 pm by DevliN. Reason: Mineral abuse.




Jun 10 2010, 3:54 am Azrael Post #30



Oh I see what you updated to make it work. Yeah this one would turn out a lot better than the previous version xD Since all the enemies are computer owned, and the player's view is constantly forced away from where you're doing the buffer process, the player never sees what's going on lol. It shouldn't cause any issues aside from rearranging the way the enemies are preplaced (but with the way you have it setup, it would be pretty easy to put them back in a similar order by using separate buffer locations) ^^

Edit: I just read the next post, so I'll clarify I didn't play the new version or look at all the triggers, I saw the buffer thing and figured that's all that was different =x And now yet another edit for typos >>

Post has been edited 6 time(s), last time on Oct 12 2010, 12:15 pm by DevliN. Reason: Mineral abuse.




Jun 10 2010, 3:58 am poison_us Post #31

Master has given Dobby a doctorate! Dobby is free!

2 things: The map [Aristocrat's, which got deleted] glitches when I run under the mutalisks. Also, Location #63 (AKA: "Anywhere") covers the entire map.

Post has been edited 3 time(s), last time on Jun 10 2010, 11:46 am by poison_us. Reason: Re-colored :P




Jun 10 2010, 4:10 am Aristocrat Post #32



Quote from poison_us
2 things: The map glitches when I run under the mutalisks. Also, Location #63 (AKA: "Anywhere") covers the entire map.

I used Anywhere but it didn't work for some reason :(

I didn't glitch the first time I ran through; It can be remedied by expanding the 3x3 location if you are experiencing the same glitch I'm thinking of.

EDIT> Whoa, massive moderation of this thread. Reposted map.

EDIT2: Oh, I see what the glitch is. The glitch arises from air units displacing the observer that your screen is constantly centered on. I'll post a fully working version of screen-lock with mobile grids that allows you to move the observer freely later.

EDIT3> Here it is! Fully functional, non-buggy map implementing it. Forgot to add a ton of neutral air units to emphasize the point, but you can add it if needed to test. :)

Attachments:
Mobile grid air.scx
Hits: 2 Size: 58.71kb

Post has been edited 4 time(s), last time on Jun 11 2010, 2:36 am by Aristocrat.



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