Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Raccoon City Problems To Be Solved
Raccoon City Problems To Be Solved
Dec 1 2008, 8:50 pm
By: Excalibur  

Dec 1 2008, 8:50 pm Excalibur Post #1

The sword and the faith

Since RE:RC is entering another major phase of development, the first since August gave us 1.43, I know I have a few problems to solve.

First and foremost is the location limit keeping the map down. The situation is as follows:
Each civilian currently requires its own location where it is stationed and rescued from. This robs the map of 20-30 locations.
I have no player to use as a rescue-able solve this problem, and since anyone in Force 1 can rescue a civ with any unit they have I'm not sure what to do about this. There is also the problem that there are times when P12 civs will be running around that aren't supposed to be rescue-able like the rest of them.
Anyone have an idea for a trigger system to replace the current location using method?

Switches.
I need some way to find out which switches are being used and which are not. Due to both me and PK owning a substantial amount of triggers in the map, I'm not sure which switches are in use and which are not. I need a better way to find out rather than going through each and every trigger to see if its using a switch and what for.

All help is appreciated, and will hopefully get the new map out faster.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

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Dec 1 2008, 9:01 pm Biophysicist Post #2



About the civs: Place all the non-running-around civs for P11. Create a trigger that centers a location on a P11 civ and gives it to P10. Then create a trigger (that runs for the same player that runs the first trigger) that checks if P1 has a unit at the location and give the civ to P1 if he does, and repeat this trigger for all the other Force 1 players. If no one has a unit at the location, give the civ to P10. Then make one last trigger: If P11 Commands Exactly 0 Terran Civilian, then give all the P10 civs to P11.



None.

Dec 1 2008, 9:02 pm Excalibur Post #3

The sword and the faith

Mind typing that out in a trigger actions/conditions phrasing? It's rather hard to understand at current, though I do get the gist of what you're saying. ;O




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
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Dec 1 2008, 10:02 pm Pigy_G Post #4



Conditions.

Player X brings at least 1 civilian to location 'Anywhere'

Actions.

Center location 'Civ Change' on 1 Civilian owned by player X at location 'Anywhere'

Wait 0 Mili's.

Give 1 Civilian at location 'Civ Change' for player X to player Y.

Perserve Trigger.

---------------------
Conditions.

Player X Brings exactly 0 civilian to location anywhere.

Player Y Brings at least 1 Civilian to location anywhere.

Actions.

Give all Civilians owned by player Y at location anywhere to player X.

Perserve Trigger.

---------------------

Player 1 brings at least 1 any unit to Civ Change.

Player Y Brings at least 1 Civilian to Civ Change.

Actions.

Give all civilian owned by player Y at location Civ Change to player 1.

Perserve Trigger.
-----

I think this will work.. If there are any obvious problems please tell me.



None.

Dec 1 2008, 10:15 pm Biophysicist Post #5



Yah, like that. I can't see any problems.



None.

Dec 1 2008, 10:16 pm Excalibur Post #6

The sword and the faith

Its the 0ms wait really needed?




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 1 2008, 10:17 pm Pigy_G Post #7



Probably not, Are you totally incapable of testing that?

:P



None.

Dec 1 2008, 10:22 pm Excalibur Post #8

The sword and the faith

Quote from Pigy_G
Probably not, Are you totally incapable of testing that?

:P
Was just asking, I'm being lazy right now.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 1 2008, 10:30 pm NudeRaider Post #9

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

For the last trigger use Current Player:

Force 1
Conditions:
Current player brings at least 1 men to 'Civ Change'
Actions:
Give all Civ owned by Player X at 'Civ Change' to Current Player
Preserve




Dec 1 2008, 10:38 pm Pigy_G Post #10



Yeah I was just giving him the basic layout, he can mess with the players and shit.



None.

Dec 2 2008, 10:54 am JaFF Post #11



Quote from Excalibur
Since RE:RC is entering another major phase of development, the first since August gave us 1.43, I know I have a few problems to solve.

First and foremost is the location limit keeping the map down. The situation is as follows:
Each civilian currently requires its own location where it is stationed and rescued from. This robs the map of 20-30 locations.
I have no player to use as a rescue-able solve this problem, and since anyone in Force 1 can rescue a civ with any unit they have I'm not sure what to do about this. There is also the problem that there are times when P12 civs will be running around that aren't supposed to be rescue-able like the rest of them.
Anyone have an idea for a trigger system to replace the current location using method?

Switches.
I need some way to find out which switches are being used and which are not. Due to both me and PK owning a substantial amount of triggers in the map, I'm not sure which switches are in use and which are not. I need a better way to find out rather than going through each and every trigger to see if its using a switch and what for.

All help is appreciated, and will hopefully get the new map out faster.
About civilans:
You can use 2 locations to scan hrough all of them (two instead of one in case there are two civilans that are close to eachother). One location is the one that detects any rescuer-unit, and the second one is 0x0. You can scan through all the civilans within one trigger cycle and give them back, so you don't even need a special player for that.

Say P12 owns the civilans and P11 is used for scanning (you can use any non-human player for scanning actually, even if he is used for different things... as long as he doesen't have any civilans for other purposes located in the 'battle arena' location). Location 'Detect' is the rescue location, and '0x0' is the in-case location.

Trig1:
Players: P8
Cond: P12 brings atleast 1 civilan to 'battle arena'
Actions:
center '0x0' on civilan owned by P12 in battle arena
center 'detect' on civilan owned by P12 in '0x0'
give all civilan in '0x0' to P11
Preserve

Trigs1-6
Players: P8
Cond:
P1 brings atleast 1 any unit to 'detect'
Actions:
Give all civilan owned by P11 at '0x0' to P1
Preserve
[repeat this trigger for all human players. Sorry, I didn't map for some time, so I don't exactly remember how would force triggers behave here. Maybe by using them, you can cut the trigger amount. I suggested this to be safe of any errors]

The group of 7 triggers consisting of Trig1 and Trigs1-6 is copied for the amount of civilans and at the end of those 7*30 triggers, you place a trigger that gives all the civilans back to P12.

About the switches: you can copy your triggers into something like Notepad++ and use the search function to find all conditions and actions that contain 'switch' in them.

Hope this helped.



None.

Jan 18 2009, 4:56 pm Excalibur Post #12

The sword and the faith

I tried to make the civ system work but unfortunately it does not.
Triggs:



(Done for 1-6.)

Halp? Do I have to set P11/P10 to anything special in their owners/race?




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jan 18 2009, 5:38 pm Wormer Post #13



Excalibur, you might get a lag useing such concept... Be carefull not to overdo.

About finding out switches it is easy. Copy all your triggers to some text editor (Notepad++) and look for a string "Switch N" (if you have not renamed them of course).



Some.

Jan 18 2009, 5:46 pm Excalibur Post #14

The sword and the faith

About the system:
I'd love to find out if it will lag or not, unfortunately I need help getting it to work. Check the post.

About the switches:
Not good enough. I've considered it but I am not going to go through every switch and make a list of whats used and what isn't If there isn't a program that does it, I'll have to make one that will.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jan 18 2009, 6:55 pm Excalibur Post #15

The sword and the faith

Farty solved the Switch problem, and the civ system still isn't working.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

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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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