Staredit Network

Staredit Network -> UMS Assistance -> New Tower Idea
Report, edit, etc...Posted by Buletbutter on 2004-05-23 at 17:05:45
Hello, this is my first post in these forums. I usually post at blizzforums but their server seems to be down. My team and I are currently making several different defense maps for battle.net, somewhere around 15 I think. Some of them are completed but not for release just yet.

On one of my defense games I have discovered a new 'tower' for the players to choose from. It's what I call a "destruction tower". When the player builds a creep colony, after its finished building, it changes into a sunken colony with 5 scouges centered to it. The scouges cannot leave the location centered on the sunken. Everytime the scouges are all dead 5 more are created in its place. I also plan for the player to be able to upgrade the amount of scouges at the location. I have gotten 1 "destruction tower" working correctly. It uses 1 location and 4-5 triggers(depending if they have the scouges capacity upgraded). Now, my problem is that I can not figure out a way for the players to make these kinds of towers without having to have a location for each tower.

The only way I can think of solving this problem is to make the scouges unclickable,which I don't know how to do. Can anyone help me out? How can I minimize required locations to keep the scouges over the sunkens? How do I make units unclickable?
Report, edit, etc...Posted by MindArchon on 2004-05-23 at 17:13:00
Instead of creating scrouges for the player, you could create it for a computer instead, a computer that is allied to the players, and is unallied with the enemy computer. The computer would control it and the player couldnt move it.
Report, edit, etc...Posted by Buletbutter on 2004-05-23 at 18:26:58
Yes I have thought about that but it creates two problems for me. The first is that how do I make it distribute the kills correctly? If all players own one to two towers, how will I get it to give kills to the players?

The other problem is that sometimes allied computer units have a mind of their own and will do some crazy stuff. I don't like making computer player allied to human players.
Report, edit, etc...Posted by MindArchon on 2004-05-23 at 18:36:56
I got another idea now. To make your map really unique this is what you should do.

First off, rename that tower to a "Random Tower".

Then, do the scrouges and the computer idea, except when the computer has kills, make it randomize a bunch of switches and randomly distribute the kills it has to all the players.

Therefore it also balances it, because someone who doesn't get lots of kills would get some etc.. etc..

Also the computers only have a mind of their own when they get attacked. Create the scrouges as invincible and your fine.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-23 at 18:39:41
Con:
-Always
Actions:
-Give all scorges for current player to 'allied comp'
-Give all scorges for 'allied comp' to current player
-Preserve Trigger

<Insert Hyper trigger>

This well effectly deselect the scorge as soon as you click on it. And it will apear to not be switching players.

There are a few things i know about this. Switching there player back and forth can stabalize air units. (im not sure if it has any differant effect on human players) but I once used something like that to stabalize computer controled observers.

You can still order the scorges to move via triggers. Since the trigger that gives the scorges to the computer and back happens practicly instantly (and there are no waits) all other triggers effecting scorges will never know that they were owned by 'allied comp'. I not sure why you want to have scorges over your sunkens but i suspect you want them to attack units that fly over (it might work with this trigger im not sure). Also you don't need a seperate computer to give the scorges to for each player.

Hope this helps or sparks something. If this doesn't work then, tell me the 4 to 5 trigger you used and I'll show you a way to make one location cover all of the sunkens using your triggers.
Report, edit, etc...Posted by Buletbutter on 2004-05-23 at 18:56:07
Doing your way, bolt, the scouges will not attack.

Here is the triggers I am using to accomplish this:

Trigger 1:
Conditions:
Player 1 commands at least 1 zerg sunken colony

Actions:
Center location labled "Scouge Turret' on sunken colony owned by player 1
preserve trigger

Trigger 2:
Conditions:
Player 1 commands at least 1 sunken colony

Actions:
Create 5 scouges for player 1 at "Scouge turret"

Trigger 3:
Conditions:
Player ownes exactly 0 scouges at "Scouge turret"
Player commands at least 1 sunken colony

Actions:
Create 5 scouges at "Scouge turret" for player 1
Preserve trigger

Triggers 4 and 5 will be used to allow players to upgrade scouge capacity.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-05-23 at 21:15:07
Triggers 1 and 2 use exactly the same conditions, so I don't see why they're seperated.
Report, edit, etc...Posted by Buletbutter on 2004-05-23 at 22:57:17
QUOTE(Mini Moose 2707 @ May 23 2004, 08:15 PM)
Triggers 1 and 2 use exactly the same conditions, so I don't see why they're seperated.

I will combine them but I made the triggers in a hurry and I separated them so I will know exactly which tirgger is not working.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-24 at 00:49:56
QUOTE(Mini Moose 2707 @ May 23 2004, 08:15 PM)
Triggers 1 and 2 use exactly the same conditions, so I don't see why they're seperated.

because the second one is not preserved.
<hr>
You said they won't attack, you actually tested this? Need to be sure before moveing on. Anyhow here i go with the triggers.

Trigger 1
Conditions:
-Player 1 commands at least 1 sunken colony
Actions:
-Center location "scourge turret" on sunken owned by P1
-Give all "sunken colony owned by current player at 'scourge turret' to P8
-Preserve Trigger

Trigger 2
Conditions:
-Player 1 ownes exactly 0 scouges at "Scouge turret"
-Player 8 Commands at least 1 Sunken.
Actions:
-Create 5 scouges at "Scouge turret" for player 1
-Preserve Trigger

Note: These two triggers need to be copied many times. 1 copy for every possable sunken they can have. If you expect they can own up to 20 sunkens make 30 or 40 copies of it. The copies need to be in the order 1, 2, 1, 2, 1, 2, . . . The reason for this is because all the players need to cycle there sunkens out to the neutral computer player (p8). The triggers need to compleat cycleing though all of the sunkens before any other triggers fire. If this doesn't happen there sunkens may be confused for another players when given back. If you can't afford giveing the sunkens away we can work out a method with a burrowed unit.

After the copies of all the 1 2 1 2 triggers make this one.

Trigger 3
Conditions:
-Current Player commands exactly 0 Sunkens
Actions:
-Give all sunkens owned by player 8 to Player 1
-Preserve Trigger.

Now the other triggers that you didn't list cycle too. Most likely you will need to make your cycle 1 2 3 1 2 3 or something along that effect.

I don't have Starcraft installed. And this is a rather difficult cycle to do considering it involves so many units. The slightest error can cause a majorly bad looking results (mainly the error from creating billions of units).

If you could do the following test for me. (if the giveing the sunken colonys away won't work for you)

*Create a unit (like a zergling) with properties 'burrowed' for a computer. via trigger. (comp may need to be neutral)
*Make sure burrowed is researched for the computer but not the human players.
*Give the unit to human players using triggers.
*Deturman if the unit remains burrowed and if so can you unburrow it. (i know it works with lurkers)

If were lucky you will get a burrowed unit that you can't unborrow. If you can't afford using your sunkens as markers we can move burrowed units underneath the sunkens to act as markers instead. Or you can ignore everything i said and make locations and triggers for every sunken lol.
Report, edit, etc...Posted by Buletbutter on 2004-05-24 at 03:22:15
Wow! That sounds amazing bot! You are now reviered as a Elite problem solver on my "People who know everything" list. smile.gif I will get to work trying that out and get back to you soon.
Report, edit, etc...Posted by @:@ on 2004-05-24 at 07:42:19
...and the sad part is he is trying to quit Starcraft which is why he doesnt have it installed... cry.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-05-24 at 15:41:03
Ah, that curse, the Starcraft, let me go curse. Remember that one well.

Seems everything has been solved here, so i'll leave it be, glad to see new activity, i would stay if i was you, very useful forum!
Report, edit, etc...Posted by Buletbutter on 2004-05-24 at 20:43:48
Hey bolt, I got some time to work on it and after spending an hour on it I couldnt get it to work properly. I am pretty sure I copied your triggers exactly as you posted but the location "Scouge Turret" is creating billions of units(just like you feared). Maybe I made a typo but I don't really think I did.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-24 at 23:30:42
Oh sorry about that. I edited the post some after relooking over it.

The main problem i think is the 2nd trigger fires before you build any sunkens. So i added to the condition "p8 commands at least 1 sunken". Just make sure p8 doesn't own any sunkens by default.

I made a few other minor changes (in gray). Specificly i forgot the preserve trigger on the 1st trigger. If it still doesn't work attach the map and i'll get it working for you.

Also how big is your turret location? Im afraid of and overlap effecting things in a bad way.
Report, edit, etc...Posted by Buletbutter on 2004-05-25 at 07:48:03
Well I tried to fix it myself but I can't. I am starting to see what you are trying to do though so I understand whats going on now. The name of the location I am using is scouge bunker, I was originally going to use a terran bunker but thought it would be better to use sunken. If you cant get it to work then just get the extra scouges that are created to be killed....I guess you can say that if curret player commands at least 6 scouges at scouge bunker, kill 1 scouge.....although it promotes lag sad.gif The good thing is that people will not be able to have more than 10 of these as they will be rather expensive and one of the best towers in the game. Anyone who d/l's this map PLEASE don't rape it! When I realease all of my maps they will not be protected so you can edit it when I release all of the maps but untill then please don't. Suggestions and feedback are very important as well!!
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-25 at 11:24:13
There were still a few differances between the triggers i gave you and the ones you wrote. Mainly you had "bring at least 0 scourge" instead of exactly.

Anyways this is what i got. Although i don't think it is what you want for your final project.
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