Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Counting specific locations without "Bring" condition?
Counting specific locations without "Bring" condition?
Jan 1 2025, 5:39 pm
By: sethmachine  

Jan 17 2025, 6:16 pm GGmano Post #21

Mr.Pete-Tong

Quote from NudeRaider
Quote from GGmano
ohh and quoting nude "that not what he wants"

sometimes it could be better to solve issues using other methods, was all i was stating, its fully up to sethmachine which method he wanna use. but surely sc mapping and gaming has its limitations where it sometimes are needed to find other methods to reach goals for a map that you want, thats my experience beeing mapper.
:wallbash: sometimes. Not this time. The assignment is clear, solutions exist. It's insulting to imply that he didn't think of that yet.

ohh yeah that could true, yet not insulting if you ask me, assuming you understand what i mean,,,,



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

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The maps I made are tweaked into perfection and maximum strategy added

Jan 17 2025, 6:49 pm Ultraviolet Post #22

We do a little trolling

Quote from GGmano
to state my point of view, in a forum like this dont put down people who wanna share knowledge even if its misunderstood, communication is development. it should be pretty clear im putting an effort to share and help mappers, when i use my time here

I truly don't mean to put you down, I like you as a person and I respect your mapping abilities. That being said, language barriers are a very real and frustrating issue. While I understand that you're trying your best when writing English, the painful truth is that it's difficult to read and understand. I don't mean that as an insult, just honesty. I think it's better for you to know so you can work on it than for no one to tell you. Also, if you review the triggers you put together, surely you can admit that those are written with very little effort. Ideally when posting triggers on here, they should be able to be used as a working example, or at least very close to a working example. Ideally it would be copy & pasted data from Scmdraft itself.

For the sake of demonstration, and hopefully helping seth as well, here's something like what I would expect to see:

Start Income Cycle (P1)
Players

  • Player 1
  • Conditions

  • Deaths("Current Player", "Income Timer DC", Exactly, 1);
  • Actions

  • Preserve Trigger();
  • Give Units to Player("Current Player", "Player 9", "Terran Supply Depot", All, "Anywhere");


  • Start Income Cycle (P2)
    Players

  • Player 2
  • Conditions

  • Deaths("Player 1", "Income Timer DC", Exactly, 0);
  • Deaths("Current Player", "Income Timer DC", Exactly, 1);
  • Actions

  • Preserve Trigger();
  • Give Units to Player("Current Player", "Player 9", "Terran Supply Depot", All, "Anywhere");


  • ...

    Start Income Cycle (P7)
    Players

  • Player 7
  • Conditions

  • Deaths("Player 1", "Income Timer DC", Exactly, 0);
  • Deaths("Player 2", "Income Timer DC", Exactly, 0);
  • Deaths("Player 3", "Income Timer DC", Exactly, 0);
  • Deaths("Player 4", "Income Timer DC", Exactly, 0);
  • Deaths("Player 5", "Income Timer DC", Exactly, 0);
  • Deaths("Player 6", "Income Timer DC", Exactly, 0);
  • Deaths("Current Player", "Income Timer DC", Exactly, 1);
  • Actions

  • Preserve Trigger();
  • Give Units to Player("Current Player", "Player 9", "Terran Supply Depot", All, "Anywhere");


  • Depot Cycle
    Players

  • Force 1 (All human players)
  • Conditions

  • Deaths("Current Player", "Income Timer DC", Exactly, 2);
  • Bring("Player 9", "Terran Supply Depot", "Anywhere", At least, 1);
  • Actions

  • Preserve Trigger();
  • Move Location("Player 9", "Terran Supply Depot", "Anywhere", "8x8");
  • Give Units to Player("Player 9", "Current Player", "Terran Supply Depot", 1, "8x8");


  • Farthing Income
    Players

  • Force 1 (All human players)
  • Conditions

  • Deaths("Current Player", "Income Timer DC", Exactly, 2);
  • Bring("Current Player", "Terran Supply Depot", "8x8", At least, 1);
  • Bring("Player 12", "Zerg Zergling", "8x8", Exactly, 1);
  • Actions

  • Preserve Trigger();
  • Display Text Message(Always Display, "You have received 100 minerals from Farthing");
  • Set Resources("Current Player", Add, 100, ore);


  • Town 2 Income
    Players

  • Force 1 (All human players)
  • Conditions

  • Deaths("Current Player", "Income Timer DC", Exactly, 2);
  • Bring("Current Player", "Terran Supply Depot", "8x8", At least, 1);
  • Bring("Player 12", "Zerg Hydralisk", "8x8", Exactly, 1);
  • Actions

  • Preserve Trigger();
  • Display Text Message(Always Display, "You have received 50 minerals from Town 2");
  • Set Resources("Current Player", Add, 50, ore);


  • Town 3 Income
    Players

  • Force 1 (All human players)
  • Conditions

  • Deaths("Current Player", "Income Timer DC", Exactly, 2);
  • Bring("Current Player", "Terran Supply Depot", "8x8", At least, 1);
  • Bring("Player 12", "Infested Terran", "8x8", Exactly, 1);
  • Actions

  • Preserve Trigger();
  • Display Text Message(Always Display, "You have received 50 minerals from Town 3");
  • Set Resources("Current Player", Add, 50, ore);


  • Cycle Reset
    Players

  • Force 1 (All human players)
  • Conditions

  • Deaths("Current Player", "Income Timer DC", Exactly, 2);
  • Bring("Player 9", "Terran Supply Depot", "Anywhere", Exactly, 0);
  • Actions

  • Preserve Trigger();
  • Set Deaths("Current Player", "Income Timer DC", Set To, 0);


  • Income Cycle Timer
    Players

  • Player 8
  • Conditions

  • Always();
  • Actions

  • Preserve Trigger();
  • Set Deaths("Current Player", "Income Timer DC", Add, 1);


  • Initiate Income Cycle
    Players

  • Player 8
  • Conditions

  • Deaths("Current Player", "Income Timer DC", At least, 720);
  • Actions

  • Preserve Trigger();
  • Set Deaths("Current Player", "Income Timer DC", Set To, 0);
  • Set Deaths("Force 1", "Income Timer DC", Set To, 1);



  • This is the most elegant solution I could come up with. It requires one computer player for the income timer which allows a single DC to be used. It could be converted to an 8 player system by adding an additional death counter and making the income cycle timing be controlled individually by players. It's fairly scalable. There are 9 possible burrowing units to select from and P9-P12 (maybe P8 depending on if you needed that computer to do anything or not) could be used allowing for 36 or 45 different towns. If you needed more than that, it would be easy enough to make combos with multiple burrowed units like 1 zergling and 1 hydralisk allowing for nearly infinite possibilities. Here's the example map to show it in action: Income Cycle Test



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    Jan 19 2025, 2:22 pm GGmano Post #23

    Mr.Pete-Tong

    I hear you ultra V, but im not sure how to write english that youd understand without using alot of extra time on it, which im not gonna do, id assume anything not understood of what i write can be simple just asked and id explain in other ways untill it makes sense. I think the point here is to help each other best possible with ideas and guides. i agree on the point that its better to tell youre side, than just ignore it cause you cant understand it, that i truly commit too aswell

    i understand the fast creation of my trigger excamples could been done better with more efford, tho i wasnt sure sethmachine wanted this idea to be used or if he understood my guides, which would be my main criteria to increase the efford in guiding, id sethmachine wrote "hi ggmano i like youre system you put up can you put more detail in the trigger excamples, than id sure be more detailed on that part.



    A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

    you could be the rat??

    The maps I made are tweaked into perfection and maximum strategy added

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