Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Adding game modes on Diplo map
Adding game modes on Diplo map
Oct 11 2021, 2:00 am
By: Henderson  

Oct 11 2021, 2:00 am Henderson Post #1



Hello,

I have been struggling to add 5 game modes onto this map (map is attached).

The game modes I would like to add is: #1. random select, #2. FFA #3. 3v3 select, #4. 2v2 select & #5. manual select

If anyone can please edit the map to have these modes in map or offer help/advise. Thanks!

Attachments:
Diplo Middle East 2.35 FINAL.scx
Hits: 0 Size: 407.03kb

Post has been edited 1 time(s), last time on Oct 11 2021, 2:17 am by Henderson.



None.

Oct 11 2021, 8:56 am 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

Hello. :)

Nobody will create your map for you. But we will help you understand what you have to do. Assuming you want fixed alliances (no backstabbing) the system could go as follows:

The first player will get a civ for the initial choice:

P: Player Force
C: Always
A: Give all civ at chooser from P12 to player force

The choices could be realized by beacons with a location and a neutral unit whose names are the name of the mode. Save the result in death counter "Mode".


Player chooses 2v2, 3v3 or manual mode:
If "Mode" is either 3, 4 or 5, Player force gets 1 chooser at the team select location. Same principle: A beacon per Team, with a location and a unit named after team number. Setting teams:

P: Player Force
C: Current Player brings 1 civ to "Team 1"
A: Set death counter "Teams" to 1 for Current Player
A: Remove civ

P: Player Force
C: Current Player brings 1 civ to "Team 2"
A: Set death counter "Teams" to 2 for Current Player
A: Remove civ

Add restrictions to your heart's content so not everyone can join the same team.


Player chooses random mode:
Assuming there's a free CPU player in slot 8 and only 2 possible teams. Those assumptions make the triggers really simple but other solutions exist if they are wrong.

So what I do here is I set everyone to be in Team 1, and randomize a switch. Immediately after, I put them in Team 2 if their switch is set (they remain in Team 1 if the switch is cleared). Since the trigger is set up for the player force every player will run an independent copy of it.

P: Player Force
C: Player 8 has suffered exactly 1 death of "Mode"
A: Randomize Switch 1
A: Set "Teams" to 1 for Current Player

P: Player Force
C: CPU player has suffered exactly 1 death of "Mode"
C: Switch 1 is set
A: Add 1 to "Teams" for Current Player

Note that all of the triggers shown so far must not be preserved to function as intended.


Player chooses ffa mode:
As far as I understand the only mode with no enforced teams, so we don't need to do anything.
If you want to prevent manual alliances, just set everyone to be foes with player force and preserve. Condition would be Teams=0.





Now that the teams have been assigned it's just the matter of enforcing them. It'll look like this:
x = Every possible player number

P: Player Force
C: Current Player has suffered exactly 1 deaths of Teams
C: Player x has suffered exactly 2 deaths of Teams
A: Set Player x as enemy
A: Preserve

P: Player Force
C: Current Player has suffered exactly 2 deaths of Teams
C: Player x has suffered exactly 1 deaths of Teams
A: Set Player x as enemy
A: Preserve

P: Player Force
C: Current Player has suffered exactly 1 deaths of Teams
C: Player x has suffered exactly 1 deaths of Teams
A: Set Player x as ally
A: Preserve

P: Player Force
C: Current Player has suffered exactly 2 deaths of Teams
C: Player x has suffered exactly 2 deaths of Teams
A: Set Player x as ally
A: Preserve

Keep in mind that all of the above is just a quick mock-up and may contain bugs. Pay attention to trigger order, player/force numbers etc. as I did use some mapping tricks to keep trigger count low and logic obvious so it's recommended that you do use them as a starting point. But to make them work properly you'll most likely have to expand on them, so don't treat the triggers as a ready-to-go solution.




Oct 11 2021, 4:21 pm Dem0n Post #3

ᕕ( ᐛ )ᕗ

I offered a similar solution that was simplified so as to not require as many triggers. In my solution, you have two forces and divide the six players between them. That means that by default 3v3 or 2v2 (if there's only four players) is enabled. Then, when the game starts, the host chooses team mode or FFA. If he selects team mode, no changes need to be made, but if he selects FFA, run a trigger where everyone becomes unallied. Then, you can run your triggers to choose manual or random select for the countries.




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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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