Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Creation of Civilian Problem
Creation of Civilian Problem
Mar 7 2008, 8:36 am
By: Polantaris  

Mar 7 2008, 8:36 am Polantaris Post #1



Nevermind about this problem, I know what it is. I forgot that I had the game create Observers for everyone. I dont really know why my Civilian spawned anyway, weird. Either way, the problem is solved for the most part.



None.

Mar 7 2008, 9:12 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

Make a simple trigger for every player:
Player 1
Condition:

Current Player brings at most 0 [men] to anywhere
Actions:
Create x Civ for Current Player at 'Civ P1' (x depends on how many civs you want to pawn)
preserve trigger

copy this trigger for every player and change the location accordingly.

Then you might like another trigger to spawn reward civs for kills: Be careful not to overdo the rewarding or you might destroy the balance.

Human Players
Condition:

Current Player has at least 1 kills score
Actions:
Set Kills Score for Current Player to 0.
Add 1 to reward DC for current player (reward dc is a death counter storing the kills)
preserve trigger

And a set of triggers, 1 for each player:

Player 1
Condition:

Current Player has suffered at least 5 deaths of reward DC
Actions:
Create 1 Civ for Current Player at 'Civ P1'
Subtract 5 deaths of reward DC for Current Player
preserve trigger




Mar 7 2008, 7:19 pm Polantaris Post #3



Well thats exactly the trigger I had, for the most part, I was confused as why it suddenly didn't work when I added my AI triggers when I posted this. About 1 minute later I realized the reason was that I also had added to create Observers for the players at the same time as I added the AI triggers, and as such it didn't create Civilians. But the part that made me not realize it at first was because it created one for me, but not for the computers.

Is there a way to certain units not count towards the Men count? Like, I want the player to have Observers, or some way to see the other players in case they are cloaked. At the moment I have the middle of the battlefield show with Map Revealers, but if you have a cloaked unit, you are an idiot (excluding the computer) if you send it into the middle for this reason.

Hmmm...would something like this work:
Condition:
Current Player has suffered at least 2 deaths of any unit
Actions:
Create 1 Civ for Current Player at 'Location'
Subtract 2 deaths of any unit for Current Player
Preserve Trigger

I haven't looked at SE for these triggers, but would something like that work? I have your Civilian die when you choose a beacon, and it is replaced by a unit. That's one death. When you die yourself, that's two. That way, I can keep the Observers for if you are getting you ass kicked by something cloaked XD.



None.

Mar 7 2008, 9:13 pm NudeRaider Post #4

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

Ah, good, your initial post just sounded confused "for the most part" so I decided to make clear what to do.

Yes, your deaths trigger would work. Just keep in mind that if you subtract men or any unit EACH unit belonging to the respective group will be subtracted by 2 counts. That may screw some death counters you may have.

Thus you should stick to men instead of any unit and take units like mineral junks or cantina for DCs to make sure they are not affected.




Mar 7 2008, 9:17 pm Polantaris Post #5



Yeah it doesn't even let me subtract Any Unit, only Men. After I subtracted Men I realized that Civilians dont count towards the Men Death counter, but it's all been fixed. Thanks for the help.



None.

Mar 7 2008, 9:25 pm NudeRaider Post #6

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

Civs DO count to the men counter. But your civs are killed by triggers not in battle, that's why they don't add. Triggered kills never add to death counts.




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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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