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Staredit Network -> UMS Assistance -> Rp Map Questions
Report, edit, etc...Posted by Staredit.Net Essence on 2004-06-10 at 08:46:02
Alright then, I just dled SEXE and would like to creat an RP map. The only problem: I hvae absolutly no censored.gif ing idea where to start or how to do it. I would really like some help with this, and hopefully if it works out I can make a good RP map. Now just so you know, I have no map makeing expereance whatsoever, I'v hardly even touched Star Edit and triggers confuse the hell out of me. helpsmilie.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-10 at 11:03:45
It'd be a good idea to start simple and go with normal staredit until later...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-10 at 11:11:20
First off since your asking for help you should of made this in the Mapping assistance thread. (so i moved it)

Here is my idea for you. Play around with the terrain for a while. Until you have all the terrain the way you like it.

Then when you have a question about how to do something ask in this thread. I'm pretty sure most people here will be able to answer your question so responses should be rather quick.

You might want to look at several tutorials here at this site, most of them are proboly out of your scope. But some may help.

Trigger Lesson 1

The basic trigger is just cause and effect. Triggers have two main parts
The Condition and the Action. The condition is the cause and the action is the effect.

So if you wanted to create a unit whenever you moved a civ onto a beacon then you would have a trigger like this

Conditions (cause)
-Current Player brings at least one civ to location 'beacon'
Actions: (effect)
-Create one Marine at location "field" for "current player"

This way whenever you go to the beacon you will have a marine created. Also An important thing to know is the trigger action called "Preserve Trigger". You will need to get to know this cause it is your friend.
Any trigger you want to happen more than once needs a preserve trigger. (like the trigger above most likely) Simply make the action "preserve trigger" anywhere in the actions and the trigger will fire every time the condition is true.

Well feel free to ask as many questions as you want and to attach your map so we can give helpful feed back. I'll make you a sample map for you to look at.

Edit: There I made you a simple map showing you some triggers.
Thread Moved to Map Mapping Assistance
Report, edit, etc...Posted by .Coko[CK] on 2004-06-10 at 13:49:44
Role Playing Maps, have "Beacons" set for when you want to make a unit, normally set behind the beacon in question. Also you have what people call a "spawner" this is the unit that the unit behind the beacon will appear on.

"Beacons"
These are basically locations in the Editor, one for each unit/beacon
"Units"
These will be the units that are created
"Spawner"
Where units created will appear

It is important to say how they are made. Most people use the "Civilian" unit as the unit which selects the rest of possible unit selections.

Background:
You'll want to set this trigger to any players which are going to be able to make units, such as having player 1, 2, ,3 ,4 ,5 ,6 + 7 all human players and player 8 a computer. With this, you'd set all your units to be controlled by Player 8, and make sure that no Ai is running, therefore no one can mess with your units.

Trigger
Player (1, 2, 3, 4, 5, 6, 7)
Conditions:
Current Player brings Exactly 1 Civilian to location 'Marine Location'
Actions:
Create 1 Marine for Current Player at location 'Spawner Location'
Preserve Trigger

[This will create your unit for you, at the Spawner Location, but since your "spawner" will move around, you'll want your Location to follow it]

Player (1, 2, 3, 4, 5, 6, 7)
Conditions:
Always
Actions:
Centre Location 'Spawner Location' on Spawner owned by Current Player at 'Anywhere'
Preserve Trigger

[That is the basics, and will allow you to make a unit and it will appear where he is]

Other
The best RP's also have checks to make sure the unit can be made, such as moving the unit from one area to the next before it is made. To do that instead of making the unit at 'Spawner Location' you'll make it at a stationairy location out of the "game area" and then have another trigger running.

Player (1, 2, 3, 4, 5, 6, 7)
Conditions:
Current Player brings At Least 1 Man to location 'Holding Location'
Action:
Move all men owned by Current Player at location 'Holding Location' to location 'Spawner Location'
Preserve Trigger

[To the best of my knowledge that should stop units being placed when they cannot be placed]

Also remember that certain units cannot be created by trigger. Sometimes these are left out, or "spares" placed off the side of the "game" map.
Report, edit, etc...Posted by Lithium on 2004-06-10 at 16:54:52
Simply to give you a hint, I will make a demonstration how best rp formations are made.
Duh, its 256x256, and others I will make some pictures how it will look...

X = Option Area O = Terrain Area

Form A.--------- Form B.

OOOOOOOO--------- OOOOOOOX
OOOOOOOO--------- OOOOOOOX
OOOOOOOO--------- OOOOOOOX
OOOOOOOO--------- OOOOOOOX
OOOOOOOO--------- OOOOOOOX
OOOOOOOO--------- OOOOOOOX
XXXXX-XXXX---------OOOOOOOO

Ok, and make sure to protect your " Option Area " with Move to your Spawner trigger.

Condition
Bring "Anyunit" to "XXX" Location.
Action
Move anyunit to "XXX" Location.
Preserve Trigger.

Simple as that, anyways Form A requires 1 Location, Form B requires 2 locations for the Form B, Unless you wanna make more time consuming for each and every unit except for certain ones that will not be pulverized or be teleported.
I do suggest you question "Volcove99" that just joined here. Well Heres one how to protect your option area. At the Edge, You may want to make it lower terrain that it has been, or it might just pass through as the technology of Spawning System, It will hold the units out in the area where it moves to spawner, so it won't
make anything like Unit Unplacable, and if it isn't lowered terrain it will pass through while unit gets to spawn there and Air Units be moved.
If you say Anyunit, thats no no no- Meaning civilians can get killed or be moved.
That is why you lower the terrain.

I'd suggest you having 1 second wait before spawn, seems like your just getting started, thats the basics.

Instead of

Condition
Bring "XXx" Unit to Location
Action
Spawn 1 ??? Unit at Location XXX

Using Condition
Bring "XXx" Unit to Location
Action
Wait 1000 Milliseconds
Create 1 ??? Unit at Location XXX

May be a better idea, like you can actually do wait that will spawn exact amount you like without any "Unconfortable stuff that makes it too fast and have to kill some. You may want to add some clicky sound that alarms you about spawning, that goes between wait and spawn.
( Play WAV. ??? ) And It has to be short, Basics..
Report, edit, etc...Posted by .Coko[CK] on 2004-06-10 at 17:49:19
Oh, i knew about the wait, but it annoys me in maps, you could make it so the unit is moved away once it moves onto a beacon, therefore reducing the need to have the waits.

We mustly hate wait triggers here, because they really block the game, maybe have this. It adds one to custom for that player in question and have another trigger that sets the custom back down to zero, without hyper triggers this should slow the process down and not create problems through the use of waits. However it reduces you to one unit at a time, so could get annoying.
Report, edit, etc...Posted by EzDay281 on 2004-06-10 at 20:43:11
I'm also working on an Rp map.
Well, the first thing I did is place the control area: spawning, special triggers, sounds(if applicablle) etc.
I suggest tht you use cloaked beacon so that people don't have Civilians wandering all over, spawning dozens of wrong units, trying to reach the beacon that someone else is standing on.
Another suggestion is use buildings for the normal spawn units, like I did. A Barracks, Command Center, starport, and Factory for Terran, Gateway, Stargate, etc for Protoss, etc.
Less triggers, easier to get just the precise number of units you want, no beacon hassle, and n00bs can't mass WHILE ordering their units around to kill everyone else's stuff, because they need to keep going back to buildings to click "Train so-and-so" every 5 units.
Report, edit, etc...Posted by Volcove99 on 2004-06-10 at 20:59:44
Well I actually MADE roleplay maps before...
If you want somewhere to start, I suggest option area setup. Set up what the spawning and option areas are going to be like, and also pre-determine what will be available.
Next, I suggest doing naming & stats. Figure out what kind of style your rp wants to be about (for example, I tried to base my stats on TBC).
Then, work on the terrain. A good roleplay terrain should have a little bit of everything, with plenty of life and doodads worked into the terrain. There should also be areas for towns, and perhaps a castle or two doesnt hurt.
I'd do the triggers last, as it is the hardest and most time consuming part. If you need further advice, try to contact me when I'm online and not busy, or visit op Volcove99 (at your own risk, as the people who hang there... are sorta ban-happy ermm.gif closedeyes.gif disgust.gif
I hope my advice helps...
Report, edit, etc...Posted by DT_Battlekruser on 2004-06-11 at 00:25:56
My advice would be for some who triggers confuse would be to start with a map that explores the basic powers of triggers* and has fun with terrian. Thats what I first made.

Soemthing like a maze with teleport spots would make a good start for learning an RP.

[EDIT]
QUOTE(YoshiDaSniper)
start simple and go with normal staredit until later...


huh? What is simpler than StarEdit?
Report, edit, etc...Posted by Harros on 2004-06-11 at 00:44:05
Reread that:

QUOTE
go with normal staredit until later...


As in work with staredit until you have a good feel for map making.
Report, edit, etc...Posted by DT_Battlekruser on 2004-06-11 at 00:56:41
Oh. Makes mroe sense.
Report, edit, etc...Posted by Lithium on 2004-06-11 at 09:33:33
Coko Only thing is that it will waste "Locations" also waste time while its in the middle of a option area. I think moving away is mostly the annoymost thing. Sometimes it just don't work. Trigger maybe slowed down as it spawns 2 at a single time. I think Hyper triggering the RP would be better and fasten some stuff like preserve waits.
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