Staredit Network

Staredit Network -> UMS Assistance -> Upgrading!
Report, edit, etc...Posted by linK_ on 2005-02-03 at 15:59:33
Yow... I just have a short question related to upgrading... is there any way how u can display the amount of upgrades... for example if someone has 14 Defense-Upgrades, then a counter on top or just a message should display the amount of the number (14 this case)... or maybe just units will be placed/created each time some upgrades the defense..

just any way on how u can display or workaround to show how many upgrades someone has done... in my matter just defense upgrades...


thnx for any help wink.gif
Report, edit, etc...Posted by chuiu on 2005-02-03 at 16:09:39
I can think of system, but it requires that you have players move to a place, gain control of buildings, then upgrade that way. It would require a lot of triggers also, well depending on how many upgrades you have. You want me to explain it? I dont want to go through the trouble just to have you say you cant use it.
Report, edit, etc...Posted by linK_ on 2005-02-03 at 16:24:19
hehe well sounds nice smile.gif thx for ya replie.. all in all it should only count the 1st 3 Upgardes in Defense ... if a payer has more then 3 it does not have to show more... just if a player have 1, 2 and 3 upgrades... (its requiered for payer 1-6)

the basic idea of it is just phun... a so called noob-meter... lol.. i mean i make a defense map where players never can touch enemies... and therefore they dont need defense upgrades.. i mean sure i could disable them, but i thought about sumthing funnier... if someone updates defense allthough its not needed then it should be displayed to the others... and so 1 def-upgrade means like "can happen" the 2nd means "wtf you do" and the 3rd "youre a noob" ...

and if a player upgardes a 4th time, then it doesnt matter anymore.. all know hes noob .. lol .. i hoep u understand what i mean.. smile.gif


thx for ya time
cool1.gif

Report, edit, etc...Posted by chuiu on 2005-02-03 at 16:37:51
I guess. I don't have now but I can post how to do it later.
Report, edit, etc...Posted by linK_ on 2005-02-03 at 16:46:55
oh well smile.gif thnx alot .. any help would be great wink.gif
Report, edit, etc...Posted by chuiu on 2005-02-04 at 12:39:05
Before I explain this, let me stress again that you will need large amounts of triggers to cover all possibilities. I will also only be explaining 1 set of triggers, I dont want to go through the trouble of showing you all the triggers for just the first 3 levels.

OK, things you will need for this are the upgrade costs, upgrade change costs (how much more the next upgrade is), and forcing players to use a resource amount not used by anything else, or forcing the costs to be radically different from all others. I am also assuming the player cannot gain minerals/gas while upgrading.

It sounds like in your map you're only using one resource amount. You could give players the same amount of other resources just to show how much total resources they have gained, and use that as the resource type they need to buy things, so I'll make my example based off of that.

Lets say that attack ups are minerals cost and armor is gas cost. And lets say that gas cost is 75 + 25. Meaning the first up is 75, next is 100, next is 125, etc. When the player goes to a beacon, do something like this:

C:
Player accumulates at least 75 gas.
Player accumulates at most 149 gas.
Player brings at least 1 men to 'beacon'.
Player custom score is exactly 0.

A:
Give buildings to player.
Set switch '75-149 gas'.
Preserve trigger.

C:
Player accumulates at least 150 gas.
Player accumulates at most 224 gas.
Player brings at least 1 men to 'beacon'.
Player custom score is exactly 0.

A:
Give buildings to player.
Set switch '150-224 gas'.
Preserve trigger.

etc...

C:
Player accumulates at most 74 gas.
Player brings exactly 0 men to 'beacon'.
Player custom score is exactly 0.
Switch '75-149 gas' is set.

A:
Clear switch '75-149 gas'.
Modify custom score for Player: Add 1.
Give buildings back to original owner.

C:
Player accumulates at least 75 gas.
Player brings exactly 0 men to 'beacon'.
Player custom score is exactly 0.
Switch '75-149 gas' is set.

A:
Clear switch '75-149 gas'.
Give buildings back to original owner.
Preserve trigger.

C:
Player accumulates at most 74 gas.
Player brings exactly 0 men to 'beacon'.
Player custom score is exactly 0.
Switch '150-224 gas' is set.

A:
Clear switch '150-224 gas'.
Modify custom score for Player: Add 2.
Give buildings back to original owner.

C:
Player accumulates at least 75 gas.
Player accumulates at most 149 gas.
Player brings exactly 0 men to 'beacon'.
Player custom score is exactly 0.
Switch '150-224 gas' is set.

A:
Clear switch '150-224 gas'.
Modify custom score for Player: Add 1.
Give buildings back to original owner.
Preserve trigger.

C:
Player accumulates at least 150 gas.
Player accumulates at most 224 gas.
Player brings exactly 0 men to 'beacon'.
Player custom score is exactly 0.
Switch '150-224 gas' is set.

A:
Clear switch '150-224 gas'.
Give buildings back to original owner.

etc...

And the at least/at most needs to increase in that pattern to, I would say, a reasonable amount of gas (probably in the 2k range) to make sure to catch players who wait a while before upgrading. You also need to create a NEW set of triggers and switches after the upgrade. You would increase the difference in gas amounts, so that it says something like at least 100, at most 199, etc.

If you don't have a difference in gas cost upgrading (in other words, if it stays 75 always) then you do not need to check for the custom score in conditions, and you need to preserve all triggers.

Basically the way this works, is the triggers will identify how much gas the player has before he upgrades, then it will set a switch to show that amount. And when the player leaves after using the buildings, it will check to see if he upgraded and then add the proper amount of custom score to show how many upgrades he did. The new set of triggers is necessary to compensate for a difference in the upgrade costs.
Report, edit, etc...Posted by MadClownDisease on 2005-02-04 at 12:47:05
nevermind i get it.....
Report, edit, etc...Posted by chuiu on 2005-02-04 at 12:50:11
Please read the thread, both your questions are anwswered.

I have preserved triggers covering the case that the player does not upgrade, and link was talking about detecting armor upgrades.
Report, edit, etc...Posted by linK_ on 2005-02-04 at 14:43:46
wow ...intensive and impressive stuff...
after reading it 3 times i think i got it.. lol.. blushing.gif

thnx alot for ya time and this great input.. i will do this "couple of triggers" now and let u know how its working 2morrow!! wink.gif

thx
biggrin.gif
Report, edit, etc...Posted by Red2Blue on 2005-02-04 at 22:42:24
You made it more complex then it needed to be.
Theres a simpler way to detect upgrades.

Simply put, "set" the weapons upgrades to minerals, and the armor upgrades to gas.


So, whenever a player gets a mineral, instantly force the player to upgrade their 1 mineral and set a switch (center screen on the upgrade area... and disallow any other events from occurring; if its a defense map, set the enemy to ally etc.). Upon their upgrade (when they accumulate 0 minerals), simply add to a deathcount and clear a switch. Do likewise for the gas/armor.

but, this set of triggers can only be used within defense maps, or rpgs. Melee maps cannot be done in this manner.





Trigger Examples:


CONDITIONS:
-------------
Current Player Accumuates at least 1 Mineral.

ACTIONS:
-------------
Set "Switch001"
Center View at "Upgrade Location"
(any other triggers needed)
Preserve Trigger.




CONDITIONS:
-------------
Current Player Accumuates Exactly 0 Mineral.
"Switch001" is set.

ACTIONS:
-------------
Clear "Switch001"
Set Leaderboard (Counter) +1
Preserve Trigger.





Simple as pie... took 2 triggers... magic...
If you wanted to use the armor count (which you are) just use gas or vice versa or whatever floats your boat...

This example will track ANY amount of upgrades, with ANY amount of minerals needed to upgrade. Only two triggers. wow. =)

Although, if you wanted to use an increasing amount of minerals each time. Just add to the first trigger as well as another trigger:



CONDITIONS:
-------------
Current Player Accumuates at least 1 Mineral.
Current Player has suffered exactly "x" amount of "Unit"

ACTIONS:
-------------
Set "Switch001"
Center View at "Upgrade Location"
(any other triggers needed)
Set "Switch002"
Preserve Trigger.




CONDITIONS:
-------------
"Switch002" is set."

ACTIONS:
-------------
Clear "Switch002"
Add 1 deaths for current player deaths of "Unit"
Preserve Trigger.



and keep changing the "Current Player Accumulates x minerals" blah blah...

you could also make it so other conditions occur... im not sure what your map is about so, im using the general trigger actions.





The only drawback is that it forces the player to upgrade each time they gain a mineral or gas... meaning instant upgrade each time; cannot continually hold resources or deal with them otherwise...
Report, edit, etc...Posted by chuiu on 2005-02-05 at 02:05:14
You made yours impractical. Mine may be more complicated, but at least it's practical.
Report, edit, etc...Posted by CeR on 2005-02-05 at 08:47:25
QUOTE(chuiu_os @ Feb 5 2005, 02:05 AM)
You made yours impractical.  Mine may be more complicated, but at least it's practical.
[right][snapback]138920[/snapback][/right]


Yes, your's practical but we can make crazy reading and understanding it. crazy.gif
Report, edit, etc...Posted by linK_ on 2005-02-05 at 14:52:32
hmmm.. wellthe 2nd way seems to be easier, but wont work for me.. i only can use gas as counter... since i have also a kills->cash system running nearby... but thnx alot anywayz for ya thoughts wink.gif
Report, edit, etc...Posted by chuiu on 2005-02-05 at 20:14:42
Yeah the second way is a helluva lot easier. But I guarantee you no one will want to use it because it interupts gameplay too much.
Report, edit, etc...Posted by MadClownDisease on 2005-02-05 at 20:53:03
Wow, I wasn't the only confused one................

My idea would be to ask myself if its worth the time anyway...

But since it probably is to you I'll tell you how I would do it--

When a person acquires another person's units they also get that players upgrades so.... have upgraded units that belong to the comps be givin to the players.

Thus there isnt extreme trigger work that is bound to fail somewhere in its coding, and you don't have to worry about IF they really do upgrade!
Report, edit, etc...Posted by chuiu on 2005-02-05 at 20:57:33
QUOTE(MadClownDisease @ Feb 5 2005, 07:53 PM)
When a person acquires another person's units they also get that players upgrades so.... have upgraded units that belong to the comps be givin to the players.[right][snapback]139394[/snapback][/right]


Wrong. When a player acquires a unit from another player, they acquire any research, not upgrades, that that unit has obtained from it's original owner.

For example, if player 1 had a +2 armor Marine with Stim, and player 2 had no upgrades and didn't have stim researched, giving the player 1 marine to player 2 would give him stim, but not the +2 armor.
Report, edit, etc...Posted by MadClownDisease on 2005-02-05 at 20:59:42
QUOTE(chuiu_os @ Feb 5 2005, 07:57 PM)
Wrong.  When a player acquires a unit from another player, they acquire any research, not upgrades, that that unit has obtained from it's original owner.

For example, if player 1 had a +2 armor Marine with Stim, and player 2 had no upgrades and didn't have stim researched, giving the player 1 marine to player 2 would give him stim, but not the +2 armor.
[right][snapback]139395[/snapback][/right]

I stand corrected.
Ok never mind that idea, though if it DID work that would be cool
Report, edit, etc...Posted by axblader on 2005-02-05 at 22:25:07
you know...you can just use a dude in a corner to shoot a buidlnigs or sumthing...depending on the time it dies...thats the upgrade ermm.gif

its a guess and cehck....but it works...and you need a comp for the waits or you can use deaths, i beleive using hypers are 12 a second?
Report, edit, etc...Posted by Red2Blue on 2005-02-05 at 22:39:52
QUOTE
You made yours impractical. Mine may be more complicated, but at least it's practical.


Not necessarily,
Its not practical to have hundreds of triggers devoted for simply upgrading and detecting. Soon enough, you would be cluttered to the brimming point with massive amounts of triggers; not to mention that if you create a glitch, you'd have a very fun time fixing 100+ triggers. And it only stops gameplay because I wasn't sure about the purpose of the actual game. You could not-stop the game by giving the player a choice to upgrade or not, and waiting until the player chooses to upgrade, but disallowing the accumulation of another mineral until the first mineral or gas is used, this mineral could be "cached" into a deathcount, which could be "withdrawn" later for upgrading.

My previous description stopped and disrupted gameplay only because it was a more general creation of tracking upgrades.


QUOTE
Yeah the second way is a helluva lot easier. But I guarantee you no one will want to use it because it interupts gameplay too much.


You have no right to say whether or not something would be used by someone.

I have used this system to detect upgrades in my map, it doesn't disrupt gameplay at all. Just set the upgrade time to 0, and it takes no more then 2 seconds of your game. Very quick and clean.
Report, edit, etc...Posted by chuiu on 2005-02-06 at 00:09:23
QUOTE(Red2Blue @ Feb 5 2005, 09:39 PM)
Not necessarily,
Its not practical to have hundreds of triggers devoted for simply upgrading and detecting.  Soon enough, you would be cluttered to the brimming point with massive amounts of triggers;  not to mention that if you create a glitch, you'd have a very fun time fixing 100+ triggers. And it only stops gameplay because I wasn't sure about the purpose of the actual game. You could not-stop the game by giving the player a choice to upgrade or not, and waiting until the player chooses to upgrade, but disallowing the accumulation of another mineral until the first mineral or gas is used, this mineral could be "cached" into a deathcount, which could be "withdrawn" later for upgrading.

My previous description stopped and disrupted gameplay only because it was a more general creation of tracking upgrades.[right][snapback]139449[/snapback][/right]


Read the thread. It's a defense map. Explain to me HOW he is going to stop the game for the player and force him to upgrade? He can't. It would disrupt gameplay too much. Also, triggers can be saved, and he should always have a backup of his map. I don't see any reason he would have to redo 100+ triggers except due to stupidity in which he deserveses doing the work again. It's more practical to make 100 triggers than it is to stop the gameplay. Triggers can be mass produced, gameplay can't be regained when lost. The trigger limit is also almost endless. Do you need anymore reasons to exploit it?

QUOTE(Red2Blue @ Feb 5 2005, 09:39 PM)
You have no right to say whether or not something would be used by someone. 

I have used this system to detect upgrades in my map, it doesn't disrupt gameplay at all.  Just set the upgrade time to 0, and it takes no more then 2 seconds of your game.  Very quick and clean.[right][snapback]139449[/snapback][/right]


Really, you happen to think that? What if in a hero map your hero stoped doing anything everytime you got cash and were forced to spend it? I would get very pissed off and annoyed.

How about a defense map? Wait, I cant attack while I have ore to spend on upgrades, but I want to use that ore to buy something else, but I have to wait to do that!

How about any other map? Can you think of a map where your idea would be practical? And don't go off and design a map idea around your system. Because no such map exists.

QUOTE(axblader @ Feb 5 2005, 09:25 PM)
you know...you can just use a dude in a corner to shoot a buidlnigs or sumthing...depending on the time it dies...thats the upgrade  ermm.gif

its a guess and cehck....but it works...and you need a comp for the waits or you can use deaths, i beleive using hypers are 12 a second?
[right][snapback]139442[/snapback][/right]


Read the thread, he's detecting ARMOR upgrades.
Report, edit, etc...Posted by Red2Blue on 2005-02-06 at 00:36:34
There is no need to further argue,

I can tell my words are of no use; and as to note, that I did point out the solutions to the problems you restated in your previous post to prevent lost gameplay.
Report, edit, etc...Posted by SA_Max71 on 2005-02-06 at 12:00:22
QUOTE(Red2Blue @ Feb 5 2005, 07:39 PM)
Just set the upgrade time to 0, [right][snapback]139449[/snapback][/right]

Oooo! Nice job. I am pretty sure this will crash SC. There isn't such a thing as "instant" upgrades. You can, however, make it seem like it is almost a instant upgrade by chaning it's time to 1 in SF.
Report, edit, etc...Posted by Red2Blue on 2005-02-06 at 13:46:37
You know what I meant.. blushing.gif
Report, edit, etc...Posted by PearS on 2005-02-06 at 15:48:18
Ok does upgrading of weapons occur? IF not then make armor cost 1 gas and use a death counter as a counter instead of gas. (I assume you buy stuff with minerals).
Next Page (1)