Staredit Network

Staredit Network -> UMS Assistance -> Removing scarabs from a Reaver ?
Report, edit, etc...Posted by Daedalus on 2005-02-22 at 11:35:37
How can I remove a number of Scarabs from a Reaver ?? The only way I can think of is to remove-create the Reaver with properties with the amount of Scarabs you want but then you have to select and hotkey the Reaver again and that is not what I want pinch.gif. An other method I whould fought that should work is giving the Reaver to a player who has Scarabs disabled but that doesn't work disgust.gif.
The stupid thing is that there IS a trigger which SHOULD do that which is 'modify hanger count' but that bloody trigger only allows you to INCREASE the hanger count w00t.gif censored.gif.

So can it be done on a other way so you dont need to re-hotkey the Reaver or something else bad ? Maybe some evil AI script ??

ps: and I have the same question about Interceptors in Carrier...
Report, edit, etc...Posted by chuiu on 2005-02-22 at 11:49:15
You can use the remove all for player action and then set them again with the modify hanger amount.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-22 at 11:50:05
I belive the trick is you can't select a location. You have to use Remove instead of Remove at Location.

Or maybe its simply what chu said . . . i forgot.
Report, edit, etc...Posted by Puni(F) on 2005-02-22 at 12:46:30
Coulden't you you just use an AI Script to do that? Like how you load a nuke into the silo...
Report, edit, etc...Posted by Kyuu on 2005-02-22 at 13:17:39
make the scarabs/interceptors cost something
ex: scarab-1 min and make player with reaver have 3 minerals to spend (w00t) which would allow reaver to make only 3, no more, possibly less
Report, edit, etc...Posted by Daedalus on 2005-02-22 at 14:00:56
QUOTE(Kyuu @ Feb 22 2005, 07:17 PM)
make the scarabs/interceptors cost something
ex: scarab-1 min and make player with reaver have 3 minerals to spend (w00t) which would allow reaver to make only 3, no more, possibly less
[right][snapback]150976[/snapback][/right]

I don't think you understanded my question, I dind't ask how to ADD scarabs but how to DECREASE them to a certain amount. And adding isn't a problem since the Reaver is under the players control and not under the control of a computer.
@Puni: I think you have the same problem as Kyuu happy.gif

Hmmm I'm going to try to 'remove' trigger, but I hope there is a other way coz I whant to use multiple Reavers and I don't want their Scarabs to be deleted too. But that can be solved by giving them to an other player I think...

Update: Only the 'remove' trigger worked, you can't use the 'remove at location' trigger as I already noticed, this means I got to make more triggers to give the Reavers where I don't want the Scarabs to be removed to an other player.... sigh, but that shouldn't be much more then 1 trigger or something happy.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-22 at 14:54:26
Give the reaver you want to remove scarbs from to the other player. It might be easyer than giving all the other ones away then back.
Report, edit, etc...Posted by Daedalus on 2005-02-22 at 15:05:55
Here is the Tuturial I just submitted, might be usefull smile.gif:

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

This are two easy-to-use-systems which can be really good used in RPG's but also in other types of games. First I will explain how the work and then I'll give some pro's and con's, with what you can use them well, tips, etc.

As the titel says I will explain TWO systems here, one with a Reaver and one with an Carrier. They are both the same except that instead of a Reaver you use a Carrier and that with the Carrier you can only 'count' to 9(0-8) instead of 11 (0-10).

Reaver triggers:
Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 brings exactly X Scarab to 'Reaver1'.
¤ Other condition(s) (THERE MUST BE MORE THEN ONE COND. IN TOTAL !!)
Actions:
¤ Give all Protoss Reaver owned by Player 1 at 'Reaver1' to Player 2
¤ Remove all Protoss Scarab for Player 2
¤ Give all Protoss Reaver owned by Player 2 at 'Reaver1' to Player 1
¤ Add at most Y to hanger for 1 Protoss Reaver at 'Reaver1' owned by Player 1
¤ Any action you want...
¤ And probably another trigger to reset the extra condition
¤ Preserve trigger

Explanation:
X = Number of scarabs, can be any number between 0 an 10
Y = Number of scarabs which are added after all the scarabs are deleted, this is optional but you set that some actions only cost one scarab or something like that
Reaver1 = The location where the Reaver with the scarabs to be counted is, you can let this this location follow the Reaver if that is needed.
Player 2 = An player who should be neutral or something so that he, if you don't use hypertriggers, wont exidently fire a scarab when he owns it for a moment.
You HAVE to use the 'remove' trigger instead of the 'remove at location' trigger because otherwise the scarabs will not be removed.
You HAVE to insert an second condition because otherwise you can't get any further then one scarab, you can use the dropship system for that.
It is a smart thing to set the build time and unit cost for the Scarab to zero(0) so you can use it fast and costless.

Now you can simple copy this trigger and change the first condition in 'brings exactly 2 scarabs' or something like that. Remember that you can use different Reavers who each can do something different when they have a specific amount of Scarabs, you can have unlimited options with this method biggrin.gif.
If you can't use the Reaver method you can use Carriers, this works excactly the same except that you can only have 8 Intercepters in a Carrier instead of 10 Scarabs in a Reaver.

Pro's:
- Has 11 options which is much more then with, for example, the Dropship method
- Is fast (but it IS slower then the dropship method because you need to do 2 actions since you'll have 2 or more conditions, but both can be hotkeyed)
- Very reliable
- Can be used UNLIMITED !! You can have as much Reavers as you want, and EVERY reaver can have up to 11 options smile.gif
- You can still use other Reavers normally, but Scarabs can be build free and very fast now, but that can be solved by making Reavers cost more
- Very simple triggers, and requires only one trigger for each number, the trigger can be copied easily coz only a few things have to be changed

Con's:
- Requires two steps to use (but two FAST steps)
- Game balance is a bit changed since Scarabs will most probably be free and with a 1 sec build time
Couldn't think of more con's.... what a pitty angel.gif

Some things where this system can be very handy:
- Abilities/spells: So for example if you have 1 scarab you do 'fireball' and if you have 6 scarabs you do 'healing', simple huh smile.gif
- Charging: If you buy more scarabs then the next spell/ability/whatever will do more damage or is more effective or something like that. You can simply give Scarabs a cost so you can't fully charge a spell for free.
- Selecting: If you have 4 scarabs you order a nuke to go 'big bang' (tongue.gif) in location 4
- Codes: This is a perfect (read: godly) system for codes, so if you want to open a door you first have to insert the correct code.

You can also script that you use two or more Reavers so you have to make specific combinations, example: Reaver1: 5 Scarabs, Reaver2: 9 Scarabs, Reaver3: 2 Scarabs, etc.
You can think enough other ideas for yourself I think smile.gif

ps: remember to set the research for extra Scarabs (so you can have 10 Scarabs max) researched by defealt for you and the player which get the Reaver where the Scarabs are deleted.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-22 at 15:59:12
Its a uniqe idea but I think using any more than one scarub for spell casting is a waist of time. Maybe if you were selecting a power level or a numeric value then it would be worth it. But differant ablities for the same reaver. . . no.

Also for tutorial purpose you should better explain what the second condition should be. Always will not work, it is ovious that you intend the condition to allow the user to use more than one scarb so tell us how to do that.

Lastly you can't set the build time to 0 or starcraft will crash, you will have to use 1
Report, edit, etc...Posted by LegacyWeapon on 2005-02-22 at 16:13:40
I fixed all that Bolt happy.gif

I'm not stupid you know wink.gif
Report, edit, etc...Posted by Daedalus on 2005-02-22 at 16:36:37
QUOTE((U)Bolt_Head @ Feb 22 2005, 09:59 PM)
Its a uniqe idea but I think using any more than one scarub for spell casting is a waist of time.  Maybe if you were selecting a power level or a numeric value then it would be worth it.  But differant ablities for the same reaver. . . no.
[right][snapback]151067[/snapback][/right]

Waist of time ? why ? If you have 13 commands, 25 normal spells, 18 chargeble spells and about 20 other things and maybe even over 50 locations (but I'm creating an other system for them) then I think it is a MUST that you use more then one spell for each reaver....
But even if you have about 4 spells or something, why shouldn't you use more then 1 scarab ?? What else whould you do, make 4 Reavers ???
Report, edit, etc...Posted by LegacyWeapon on 2005-02-22 at 16:43:52
It's not the greatest but it could be used tongue.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-22 at 17:41:29
Its a waist of time because if the extra scarbs mean anything other than More power or higher number then you have to freaking read a chart to remember it. Who has time to memorize 50 differant things?
This isn't for a RP is it?
That and building several scarbs and then activiating it could take more time than selecting the appropriate dropship or civ and moving him to a beacon.

Personaly i think the tutorial should be thrown out compleatly, not because its a bad idea but because all it does is add bulk. The more hints and weird specific tutorials we have the harder it is to find the important stuff and decreases the usefullness of the tutorial database because people can't find what there looking for and arn't going to look though everything if they dont' even know if it is there or not.

Maybe if there was a differant section for this stuff. Like "hints and trigger systems" where it isn't mixed with the "how to's"
Report, edit, etc...Posted by LegacyWeapon on 2005-02-22 at 17:44:13
Yes, I'll PM IP about making a "Trigger Systems" area. Maybe a "Hints and Tips" as well.

People might like to learn about this system through a tutorial tongue.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-22 at 17:51:29
QUOTE(LegacyWeapon @ Feb 22 2005, 04:44 PM)
People might like to learn about this system through a tutorial tongue.gif
[right][snapback]151154[/snapback][/right]


I know they would, but to me its just an idea. Ideas take up too much space in the tutorial database.
Report, edit, etc...Posted by Turin on 2005-02-22 at 18:04:21
I simply read through the entire tutorial database one day biggrin.gif I learned a lot.
I have the perfect use for this system: another type of GOLEMS MAP!!! I hate the current golems system, just the whole civ thing is too bulky. I barely play it anymore because people get obsessed with it. It gets annoying when you lose and the other players act like they just took over the world.
Report, edit, etc...Posted by Daedalus on 2005-02-23 at 08:53:29
QUOTE((U)Bolt_Head @ Feb 22 2005, 11:41 PM)
Its a waist of time because if the extra scarbs mean anything other than More power or higher number then you have to freaking read a chart to remember it.  Who has time to memorize 50 differant things?
This isn't for a RP is it?
That and building several scarbs and then activiating it could take more time than selecting the appropriate dropship or civ and moving him to a beacon.

Personaly i think the tutorial should be thrown out compleatly, not because its a bad idea but because all it does is add bulk.  The more hints and weird specific tutorials we have the harder it is to find the important stuff and decreases the usefullness of the tutorial database because people can't find what there looking for and arn't going to look though everything if they dont' even know if it is there or not.

Maybe if there was a differant section for this stuff.  Like "hints and trigger systems" where it isn't mixed with the "how to's"
[right][snapback]151152[/snapback][/right]

So you thing this is not a bad idea but bulk blink.gif... I think you should first delete the 'how do I order a unit' and 'prevent terran buildings to fly' crap tuturials because THAT is useless since 99.9999% already knows that.
My system is excellent for number codes, puzzles, mappes with lots of spells/abilities/etc, and everything that involves numbers. And yes I know that it is slower then the dropship method but if you have much options you don't have enough units to name all of them and you have to remember then (or you have to use another system which allows multiple options for each unit with and all of the names on it, but then it gets as slow as my method...)

And if you are just a little bit smarter then most of the people you don't have to include a freaking chart to let people remember it. You could, for example, have 3 different Reavers: Fire, Water, Air and Earth. Now if you want to cast the spell 'summon aid' you have to build two Fire, two Water, two Air and two Earth orbs for live excist of those four elements... And another thing where you can use it perfectly for: to cast spells you need magic 'orbs' which can be bought with (surprice, surprise) Reavers. This way you can use it as another kind of 'score boards'.
And btw. that is is slow adds some realism to spellcasting, coz in most stories wizards can't simple cast a spell in 0.5 sec. They need time to concentrate, remember, charge, whatever before they actually cast the spell.

If you use your mind you can easily overcome the problem that you need to remember what every number does. Use your fantasy !


ADDITION:
QUOTE(LegacyWeapon @ Feb 22 2005, 11:44 PM)
Yes, I'll PM IP about making a "Trigger Systems" area. Maybe a "Hints and Tips" as well.

People might like to learn about this system through a tutorial tongue.gif
[right][snapback]151154[/snapback][/right]

Yes this sounds good(/better). Make an part where you can find triggers like my method, very simple triggers but are very usefull in quite some maps. I personnally don't think that my method should be places in a 'Hint and Tips' area coz it aren't only Hint and Tips... Hint and Tips are things like how you can avoid terran buildings to levitate and that sort of things.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-23 at 11:36:45
So you saying the players should learn the spells by trial and error right?

Also the how do you prevent a buidling from lifting and how to make a unit walk tutorials are quite usefull as long as people who need to know that can find it easlery without looking though tutorials like yours. There both rather commonly asked upon beginners, more the building one than the order trigger.

Oh well i'm tired of talking about this.
Report, edit, etc...Posted by Daedalus on 2005-02-23 at 11:51:08
QUOTE((U)Bolt_Head @ Feb 23 2005, 05:36 PM)
So you saying the players should learn the spells by trial and error right?
[right][snapback]151531[/snapback][/right]

In some maps... yes. In other I will (and already did) find other ways.
QUOTE((U)Bolt_Head @ Feb 23 2005, 05:36 PM)
Also the how do you prevent a buidling from lifting and how to make a unit walk tutorials are quite usefull as long as people who need to know that can find it easlery without looking though tutorials like yours.  There both rather commonly asked upon beginners, more the building one than the order trigger.
[right][snapback]151531[/snapback][/right]

Indeed, so THEY should be places in an 'hints an tips' corner and not mine coz my method is not commenly know even among expert mappers.
QUOTE((U)Bolt_Head @ Feb 23 2005, 05:36 PM)
Oh well i'm tired of talking about this.
[right][snapback]151531[/snapback][/right]

I aint smile.gif. But ok, I'll shut up.
Report, edit, etc...Posted by MapUnprotector on 2005-02-23 at 12:01:29
If you are going to seperate the tutorials seperate it using the beginner/average/advanced system and the beginner section could have simple triggers and advanced could have more in depth trigger systems and commonly used ones and advanced could have complex trigger systems.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-23 at 14:39:15
QUOTE(Deadalus @ Feb 23 2005, 10:51 AM)
Indeed, so THEY should be places in an 'hints an tips' corner and not mine coz my method is not commenly know even among expert mappers.
[right][snapback]151537[/snapback][/right]


Thats because it is just an idea for a spell casting system, the actual triggers and method of acomplishing it is pretty simple.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-23 at 14:42:31
QUOTE(Deadalus @ Feb 23 2005, 11:51 AM)
In some maps... yes. In other I will (and already did) find other ways.

Indeed, so THEY should be places in an 'hints an tips' corner and not mine coz my method is not commenly know even among expert mappers.

I aint smile.gif. But ok, I'll shut up.
[right][snapback]151537[/snapback][/right]

Hints and Tips would be for tutorials like these:
http://www.staredit.net/index.php?tutorial=4
http://www.staredit.net/index.php?tutorial=10
http://www.staredit.net/index.php?tutorial=117
http://www.staredit.net/index.php?tutorial=13
Report, edit, etc...Posted by Daedalus on 2005-02-23 at 15:51:27
QUOTE(LegacyWeapon @ Feb 23 2005, 08:42 PM)

Hmmm yes, I think it whould be the best if you whould have (at least) 4 sections:
- Hints and Tips: Just like you said
- Beginner: Very easy stuff, like the 'how do I prevent buildings to fly'
- Average: Medium stuff, like the 'Accuracy Bullet System' from BeeR
- Advanced: Heavy stuff, like using player 13-255 and that kind of things, but also for very complicated 'normal' trigger systems.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-23 at 16:04:06
I'm thinking of something like "special effects and trigger systems" too

Thats like half of the stuff there. Also you can't allow the difficulty rating to take make too much priority because everyone learns differant things at differant times. For an example a person who starts making bounds and becomes advanced will consider things commonly done in RPGs advanced when a person who makes PRGs considers them to be beginner or average.

Oh well, I don't have the modivation and control over the tutorial section so i guess i can't really do much.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-23 at 16:31:05
QUOTE(Deadalus @ Feb 23 2005, 03:51 PM)
Hmmm yes, I think it whould be the best if you whould have (at least) 4 sections:
- Hints and Tips: Just like you said
- Beginner: Very easy stuff, like the 'how do I prevent buildings to fly'
- Average: Medium stuff, like the 'Accuracy Bullet System' from BeeR
- Advanced: Heavy stuff, like using player 13-255 and that kind of things, but also for very complicated 'normal' trigger systems.
[right][snapback]151609[/snapback][/right]

No, rating them according to how "good" you are at mapmaking is not the best way.
People will think that if they use advanced triggers, they are advanced.

Just leave it as it is. We just need better dividers.
Next Page (1)