Staredit Network

Staredit Network -> UMS Assistance -> NEW!? - Supply limit?
Report, edit, etc...Posted by Drakiel on 2004-11-14 at 14:08:19
Yea, you can make unlimited amount of units per player through triggers.
Well... except the MAX sprite amount of like. 2000something?
It's a lot... probably more tha the amount of lurkers...
If you need help with triggers ask me, or ask others.

Still considering Supply Limit... Havnt had time to sit down and write down ideas.
Report, edit, etc...Posted by PeaceMetroid on 2004-11-14 at 14:13:47
Actually its 1650. I did it with Minerals. I made 1650 minerals and it yelled at me that I cant do it anymore.
Report, edit, etc...Posted by KaboomHahahein on 2004-11-14 at 15:12:04
Maybe you jut preplace the supply giver units/buildings and make it so that they can't make any more. But then you need overloards for detection so...
Report, edit, etc...Posted by PeaceMetroid on 2004-11-14 at 15:26:45
Ill just make it so that you pick them from beacons. Otherwise it would be too easy/annoying/stupid.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-14 at 15:40:55
Simple Method and Background

Maximum Unit count in StarCraft is 1700, that means that all UNITS/BUILDINGS anything like that cannot excede this level.

Players
Conditions:
Current Player has suffered Exactly 1 Death of [Max Lurkers]
Current Player Brings At Least 1 Overlord to 'Hatchery Location'
Actions:
Remove 1 Overlord for Current Player at 'Hatchery Location'
Create 1 Lurkey at 'Hatchery Creation' for Current Player
Preserve Trigger

Basically have another trigger which says that you've reach the maximum amount of Lurkers and so it sets this trigger

Players
Conditions:
Current Player Brings At Least X Lurkers to 'Location'
Current Player has suffered Exactly 0 Death of [Max Lurkers]
Actions:
Set Death for [Max Lurkers] to 1 for Current Player
Preserve Trigger

That will work only once per player involved, and will turn on once the set amount of lurkers has been made. From then on you can replace Overlords with Lurkers, and since Overlords take no Supply your not have the max supply to worry about, or the need for huge amounts of locations.

You can also just use Overlords from teh beginning as the Lurker, since they never need supply, nor worry about it. Then you save on Overlords for Maximums. Remember to have space around the Hatchery/Lair/Hive for the replacement.
Report, edit, etc...Posted by PeaceMetroid on 2004-11-14 at 15:52:42
Hmmm...interesting idea.
Report, edit, etc...Posted by EzDay281 on 2004-11-14 at 16:00:02
I come up with the solution first, and it's totally ignored... cry.gif

Gah, my system is even similar to the one posted by Killer2001...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-14 at 17:20:26
QUOTE(Drakiel @ Nov 14 2004, 03:16 AM)
FREAKIN AWESOME Legacy!  Well, modified:

Is there anyway to say "A NEW PYLON IS BUILT"
Other than "Commands 1" "Commands 2" "Commands 3" etc...

Nevermind... With the custom score in mind I'm sure I can think of something.
Thanks for the input!  I'll be on it


Yeah but it isn't pretty, I did it a while back for some dudes map. He wanted to know every time a player built another bunker. Basicly you have to make a system similer to the "perfect kill trigger" system where it uses highest score or command most to keep track. But he had the advantage of removing/moving the bunkers.

I'm not sure if you can get it to work with multiple players because if one player had a overloard for an example you would have to give all the other players one to keep track. And then all the players who didn't build overlords get the psi they don't deserve.

Well actually i bet you could just compare it with one comp by using counters to keep track of each players psi amount and checking it one at a time there. . . damn there alot involved there though. Pain in the ass, maybe your better of making the 100 triggers lol. Unless your like me and want to do it just to see if you can.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-14 at 17:55:42
Haha, like me, actually i find the basic method is the best way because it removes the likelihood of faults and bugs appearing even when the triggers are perfect.
Report, edit, etc...Posted by Drakiel on 2004-11-14 at 19:57:31
Well if it would be 100 trigs to do it.. WHew, no freakin' prob!
Like a good 30min-45...
But it won't.
It'll probably be 100, maybe 150 trigs - PER PLAYER! PER RACE!

Soo... kinda difficult to say to do it the "simplist way"
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-14 at 20:08:22
This is why i use things like Macro Express. And besides you would be suprized what kinds of triggers you can make a group of players own.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-14 at 20:46:28
QUOTE(KiLLeR2001 @ Nov 14 2004, 11:02 AM)
Did you skip over these 2 triggers?
QUOTE(KiLLeR2001)
Now to handle when you lose a supply...





Trigger
Conditions:
¤ Current Player Suffers At least '1' death of Pylon
Actions:
¤ Set custom score amount to subtract '8'
¤ Set death count for current player subtract '1' of Pylon
¤ Set death count for current player subtract '1' to "UnusedUnit"
¤ Preserve Trigger






Trigger
Conditions:
¤ Current Player Suffers At least '1' death of Nexus
Actions:
¤ Set custom score amount to subtract '10'
¤ Set death count for current player subtract '1' of Nexus
¤ Set death count for current player subtract '1' to "UnusedUnit2"
¤ Preserve Trigger



When the player suffers a death from a pylon or nexus, it'll subtract the supply amount from the custom score, subtract the supply unit death so it can do it again the next time a player suffers a death, and then subtracts another death for the UnusedUnit that serves as a counter to how many Pylons/Nexuses the player has.
[right][snapback]98572[/snapback][/right]

...
If you BUILD A PYLON AFTER YOU LOSE ONE...
I thought of your way too but your way can't count the supply if I build one after losing one.
Report, edit, etc...Posted by Drakiel on 2004-11-14 at 21:28:31
Well.. you reset the death counters legacy.

Pylon dies...
Subtract 8 Custom Score
Subtract 1 Pylon Deathcount

Commands pylon
Set custom score
Set Deathcount


I just wish there was a way... (which there probablly is) to say:
IF: "New pylon construction"
Than: Set custom score +8
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-15 at 00:00:03
I liek the idea of units off to the side. You could have the stacked burrowed hydralisks, that would take up just one square. You'd have trouble with the otehr races, but Zerg would take up only 1 square. Just use those constant unit moving triggers so you can detecte when some unburrow and remove them and replace them. If you won't need burrow, have it disabled so they can't unburrow.
Report, edit, etc...Posted by Drakiel on 2004-11-15 at 02:43:56

Trigger
Description:
Increment Custom Score / Keep track of pylons/new pylons built (so preserve trig custom score flows)
Players:
¤ Current Player
Conditions:
¤ Current Player Commands Exactly 1 Pylon
Actions:
¤ Add 8 Custom Score
¤ Add 1 deathcount of UNUSED(unit)
¤ Preserve


Trigger
Description:
Same as above, only for 2 commanded pylons
Players:
¤ Current Player
Conditions:
¤ Current Player Commands Exactly 2 Pylons
¤ Current Player Suffers 1 death of UNUSED(unit)
Actions:
¤ Add 8 Custom Score
¤ Add 1 Deathcount of UNUSED(unit)
¤ Preserve Trigger


Trigger
Description:
Death of pylon, subtract custom score (same as above, only opposite)
Players:
¤ Current Player
Conditions:
¤ Current Player Suffers at Least 1 Deaths of Pylon
Actions:
¤ Subtract 8 Custom Score for Current Player
¤ Set Pylon Deathcount to '0' for Current Player
¤ Subtract 1 death of UNUSED(unit)


I can't think of how to set the limit...

Trigger
Description:
Detect When pylon/nexus building needs to be STOPPED/Removed
Players:
¤ Current Player
Conditions:
¤ Current Player Custom Score is at least 121
Actions:
¤ Subtract 8 Custom Score for Current Player
¤ Remove 1 Pylon for curent player at Anywhere
¤ Preserve Trigger

Well that won't work... because what if it was a NEXUS last built, not a pylon?
... The rest should be fine.
Just can't figure out how to remove a building when the limit is broken.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-15 at 10:12:08
Better yet, little fools use a P15+ unit thats adds supply for the person. Makes it seem more mysterious and does the least to add to the unit limit.
Report, edit, etc...Posted by Drakiel on 2004-11-15 at 11:00:23
Yea yea, advanced whatever, but I don't know anything about P15+ units.
So.... P15 and higher, when units are created, count towards a different certain player's supply?

And if so... how would that work?
You can't just- in the begining of the game, have their supply at negative 100.
And you can't just say "Once players used supply is 100, then use P15+ supply)

I know nothing about P12+ (p15+) Players. More info please?
Report, edit, etc...Posted by .Coko[CK] on 2004-11-15 at 11:04:38
It actually should work off the amount of Custom Score needed to rise it above by both Nexus and Plyon, just to just above the required amount.
Report, edit, etc...Posted by WellMad on 2004-11-15 at 13:38:28
I think would be easyer to give to player 12 all but 1 nexus/commandcentres/hathcets(badspelling)(dont forget get hives and layers cus they would outsmart it again ) then give the lava to curent player or even cut the zerg out! =/ but then not the point in melee maps.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-15 at 18:12:49
There was a very convient list of P15+ effects but it very mysteriously dissapeared.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-15 at 18:15:06
Tell me the main parts of it, and i'll do some research tomoz.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-15 at 18:17:06
You place a <building> for <player more than 14> and record supply effects for all races. Differs with the player placed and building placed. Some crash.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-15 at 18:18:52
I'm guessing it will need to be Supply Depot style buildings>?
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-15 at 18:21:24
No it is any building. Anything from spawning pools to nexi to missile turrets. THe nexus is the most, differing supply (based on player) by 200. The format is something like this:

BUILDING ---- SUPPLY FACTOR
1 ---- 5
2 ----- 7
etc....
Nexus --- 200

PLAYER ----------- EFFECT
15 -------- increase zerg supply for player 1

these are not actual values, just substitutes.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-15 at 18:22:27
Oh i see, certain "advancing" player types and buildings add set amounts for a certain player. Ok then.

Go through Player 15 tomorrow.
Next Page (2)