Staredit Network

Staredit Network -> UMS Assistance -> Custom Scores And Splash
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-07 at 19:29:56
QUOTE
Yea, but how many have 2 different units in one level? Not many. The map is definitely keeping track of what level it's on somehow, so you can just key your "points" triggers to follow along with this.


Yes, but that would require a score trigger for each level, and most d's have like 30 levels. It's a waste of triggers.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-07 at 19:37:55
LOL waist of triggers... you make me sick. What is 30 triggers going to do cost you, a extra 50 bytes to the map size?

Besides you don't have to make a trigger for every level, just every score value of all the levels. If two level's units have the same kill score then you can use the same trigger for both the levels.

And yes i have seen a defence where every level was the same unit. (it wasn't bad ither). DarkZeroX made it, i don't recall the name, but the terrain forms kind of a X and marines are spawned each level and the hp is set to a differant percent each time. (maybe it had zerglinglings later but i don't remember).

Sterio, it would be very easy haveing a seperate kill score trigger work for each level. Switches work wonders.
Report, edit, etc...Posted by Stereo on 2004-08-07 at 20:06:08
Oh I know, I made one once. The only units that had the same points were the devourer, sci vessel and guardian though blink.gif I just made extra triggers. As you said it's not like they add a huge amount to the map (14 null conditions (2 bytes (I think)), a score and level (death count) condition (probably 16 or 32 bytes each), and maybe 5 or 6 actions 32 bytes each, 60 null actions (yes, this is why there's a trigger action and condition limit.. they're preset in number and are either null or a value with its other values after it (kinda like the starforge trigger editor but numbers instead of words)) x 2 bytes) so each trigger brings in ~ 480 bytes, easily compressable in an mpq if blizzard has any sort of compression algorithm going on due to the actions being identical but for 1 action(amt of score to subtract) and the entire map is somewhere in the range of 80-100kb depending whether its "protected" (compression gets better).

Maybe I should colour code my brackets. Wow.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-07 at 20:44:59
lol nice brackets, Actually i had no doubt that you knew how to do it, its just that your previous post made it sound like you didn't know how.

QUOTE
The map is definitely keeping track of what level it's on somehow,
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-08 at 13:55:05
QUOTE
LOL waist of triggers... you make me sick. What is 30 triggers going to do cost you, a extra 50 bytes to the map size?


Lol, it will cost you lots more work. Time is money. wink.gif I mean why use 30 trigs if it can be done in one or two?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-08 at 15:54:23
Because some times it can't be done in 2. Or using only two triggers is not as perfected as making a separate trigger for each kill score value.

If you use the basic kill score kills for money trigger (where set to 0 is used instead of subtract) then any time two or more units are killed within 1/12th of a second of each other it only counts it as one kill. (assuming your using hyper triggers)

Yet if you know the units kill score when your killing it you can have it only reward you minerals when you get that specific amount and then subtract the kill score rather than setting it to zero. This way when more than one unit is killed within that time the triggers are allowed to catch up instead of just wiping the slate clean.
Report, edit, etc...Posted by Stereo on 2004-08-08 at 16:12:05
tongue.gif I fixed up thermo's method and now it's only 1 trigger, so its just as easy to use as the "set to 0 kill score" method.


By some method I mean I've seen these:
Conditional of there being no computer units left:
a) Order 1 unit at a location to move to another location, whatever unit arrives at that location is the next level, then remove that unit in prep for the next level.
b) death scores
c) switches
d) A location containing all the levels' units, left to right. For level 1 to start there has to be the level 1 unit (which is then removed). For level 2 to start there has to be the level 2 unit, but no level 1. For 3, there is a 3 but no 2. Etc.
Report, edit, etc...Posted by .Coko[CK] on 2004-08-08 at 16:18:33
That sounds great, i remember that kind of defence map, with varying levels of HP.

Another was where it was you against your enemy with the same unit and each time you got a few through you could upgrade the armour. This death system looks good!
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