Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: I fail at making Phantom maps
I fail at making Phantom maps
Jun 15 2010, 12:58 am
By: Kimaru2  

Jun 15 2010, 12:58 am Kimaru2 Post #1



Hi, more than a year ago I decided to make a phantom map using the extra mining and shared resource concepts with the binary count-offs, but it always had a glitch where if a phantom was killed, the map wouldn't run its trigger to tell us, even though the trigger is correct. All my triggers look right. I've decided to fix this after these long months, but when I look at my map, I see nothing wrong. I don't know if it's because I'm screwing up the randomization or if it's because I'm randomly allowing for 1 or 2 phantoms...

I'm just waiting for someone to look at this and tell me my triggering is atrocious.

Attachments:
Phantom [Shared] v1.4.scx
Hits: 1 Size: 238.88kb



None.

Jun 15 2010, 12:28 pm Aristocrat Post #2



I can't open it right now, but here's an easy mechanism to detect any number of phantoms:

-Give each phantom 1 death of something you haven't used as a DC (Uraj Crystal, Cantina, whatever).
-When player commands exactly 0 buildings, remove that player's units and set that DC to zero. (Or defeat him directly to acheive the same purpose).
-When All Players have Exactly 0 deaths of that DC, all phantoms have either been defeated, or quit. Achieve victory.



None.

Jun 15 2010, 9:24 pm Kimaru2 Post #3



I'm using a DC for phantom (ruins) but I think the issue is a bit more complicated than what you suggested. I also need to know how to detect when a phantom leaves, as opposed to having lost all his buildings but he gets to stay and observe.

Post has been edited 5 time(s), last time on Jul 4 2010, 4:26 am by Kimaru2.



None.

Jun 15 2010, 9:32 pm Aristocrat Post #4



Quote from Kimaru2
I'm using a DC for phantom (ruins) but I think the issue is a bit more complicated than what you suggested. I also need to know how to detect when a phantom leaves, as opposed to having lost all his buildings but he gets to stay and observe.

If he leaves then the death count for the phantom would equal exactly 0.



None.

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[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
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
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