Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Giving Units Back To The Right Players
Giving Units Back To The Right Players
Jun 9 2010, 3:25 pm
By: Tones  

Jun 9 2010, 3:25 pm Tones Post #1



Okay, to get to the point, I am making an Evolves map and I have spells in which a person may perform to the opposite team to inflict some damage. One of the spells involves "pausing" the spawner from spawning any more units for about 20 seconds. For doing this, I just gave the spawner (Magellan) to player 7 since player 7 cannot spawn any units, it pauses the player's spawn. The problem I am having is that all spells are team oriented, meaning it affects everyone. When I give 3 players' vessels to player 7 it is easy, the problem is giving it back to the right person after 20 seconds. The vessels are given to the wrong person and often to players who are not even in the game, which screws up the game and eliminates the person from the game.

I would greatly appreciate some assistance.



None.

Jun 9 2010, 3:41 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

You have 4 extra players: P9-P12. Maybe that's enough?
But I'd recommend a non-physical solution anyway: use a death counter to indicate the spawn pause.
You could even make a set of triggers that sets the Magellan's energy from 0-100% show the player how long he's still blocked.




Jun 9 2010, 3:58 pm Tones Post #3



I didn't think about p9-11... I might try that. I didn't have a problem with the pausing, I used death counters as you mentioned. Do players 9-11 count as neutral? because I have a trigger that removes neutral from the game (when people leave during game).



None.

Jun 9 2010, 4:25 pm Aristocrat Post #4



Neutral is only player 12.

Using the text trigger editor makes this a lot clearer.



None.

Jun 9 2010, 6:34 pm CecilSunkure Post #5



If I recall correctly 9-11 are unused, right? I don't think they can be neutral or run triggers. Just look under the scmdraft map properties and see which options you can set players 9-11 to. Also, don't forget to give them start locations -I do that all the time >.>



None.

Jun 9 2010, 6:37 pm Aristocrat Post #6



Quote from CecilSunkure
Also, don't forget to give them start locations

I lol'd.

You don't need start locations for P9/10/11/12/12+.



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Jun 9 2010, 6:39 pm CecilSunkure Post #7



Really? Maybe that's why I always forget. I don't use 9-12 very often, can you tell? :P



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Jun 10 2010, 1:50 am Lanthanide Post #8



You have two options for making units of a particular type on the map unique from other units of that same type detectable in triggers:
1. Ownership by players
2. Presence in locations

If you have 7 human slots, you have only 1 regular player + 9-12 to use, for a total of 5, which is 2 short than you need.

Alternative: replace some players magellen's with sci vessals, so P1 and P2 get sci vessals owned by P8, P9, and everyone else gets magellen owned by P8-P12, that way you can tell them apart.

Or:
When you give all the magellens to an un-used player, center a unique location per-player on that magellen. Assuming the un-used player doesn't move the magellen (or make the location larger and continually center it on a magellen to follow it, but this won't work if they cross paths) then at the end of 20 seconds you know that the megallen owned by P12 at location "P1 spawner" must be P1's, and the magellen owned by P12 at location "P2 spawner" must be P2's.

Obviously this requires 1 location per player, for 7 locations total. Or you could try using a mix of these different approaches and use fewer locations/players. Anyway, this is a solvable problem, but it's not particularly clean.

Alternatively you could consider some other mechanism: magellen's turn into powerups, for example, with a unique one for each player (are there 6, or 7 powerups?). That way they can still be owned by the original player.



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[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[06:28 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.
[06:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[06:25 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
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
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