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Staredit Network -> UMS Assistance -> Shared Vision With Player 9 Or Higher?
Report, edit, etc...Posted by Y-Speedy on 2004-06-14 at 08:23:37
Hey y'all,

Since the search function didn't came up with the anwser I opened a new topic for this.

I have a map (for starcraft (not broodwar)) where 4 players fight against 4 computers (player 1 till 4 are human, player 5 till 8 are computer) now I need a 9th player to reveal some of the locations on the map... I cannot use map revealers since their range is too large so I used burrowed lings. The only problem is that I can set the shared vision for player 8 for example and let him have burrowed lings at a location but I do not want all of the units of player 8 to be revealed to the players so instead I wanted to use player 9 (which can be used with starforge)...

Somehow the shared vision does not work for player 9, any suggestions on how to solve this problem? helpsmilie.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-14 at 08:32:43
Player 9+ cannot have shared vision. Theres no AI scripts to support it wink.gif
Report, edit, etc...Posted by Y-Speedy on 2004-06-14 at 09:01:15
QUOTE(Yoshi da Sniper @ Jun 14 2004, 07:32 AM)
Player 9+ cannot have shared vision. Theres no AI scripts to support it wink.gif

yes I noticed that, but no AI script means that is no way of doing this? sad.gif sad.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-14 at 09:16:01
No way at all. Sorry tongue.gif
Report, edit, etc...Posted by Clokr_ on 2004-06-14 at 10:33:58
Go unit by unit and place a map releaver on each of p9 units. It is the best method.
Report, edit, etc...Posted by Y-Speedy on 2004-06-14 at 11:16:10
QUOTE(Clokr_ @ Jun 14 2004, 09:33 AM)
Go unit by unit and place a map releaver on each of p9 units. It is the best method.

no thats not what I want, as I said, the reason for me wanting to set the shared vision on for player 9 is that map revealers reveal too large areas of the map and thus I used burrowed zerglings (renamed them to 'Torch') to reveal only small spots of the map...

so putting maprevealers on the lings would kinda dismiss that idea, but thanks anyway
Report, edit, etc...Posted by Clokr_ on 2004-06-14 at 11:23:06
Use units with optical flare tongue.gif
Report, edit, etc...Posted by flipmonkey on 2004-06-14 at 11:28:17
dont u even c the whole map anyways since your allys can c the map also
Report, edit, etc...Posted by Y-Speedy on 2004-06-14 at 11:36:17
QUOTE(Clokr_ @ Jun 14 2004, 10:23 AM)
Use units with optical flare tongue.gif

did you even read my first post?

I am making a starcraft map, not a starcraft:broodwar map...


and no flipmonkey, you don't see the entire map because most places are stackable places... kinda complicated to explain here what I want to do with my map but I just scratched 1 enemy and now have 3 enemies and 1 neutral for the shared vission.

Thanks for the help y'all
Report, edit, etc...Posted by Nozomu on 2004-06-14 at 12:23:00
The AI Scripts wouldn't work for the neutral players anyway, even if they did exist. They're neutral.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-14 at 12:47:33
LoL yep they can't even run triggers.
Report, edit, etc...Posted by bnzzh on 2004-06-14 at 14:19:31
hey speedy, there is no way you can do that.

but i have an idea that would help you out. i have alot of ideas that i havent put into maps, only sample maps but ok, here it is:

to do the specific locations to view. what you do is.

make 1x1 locations
have ONE zergling teleport from 1 location to another location then to another.
then loop the last location to the first one.
perserve trigger.

example. 1 -> 2 -> 3 ->4, etc. then loop

make sure:
you have hyper trigger.(guarentee you wont see the zergling.)
you need to make 1 for each player you want to see the location.

and thats the ONLY way you can do it. dont think there is any other way.

bnzzh
Report, edit, etc...Posted by Y-Speedy on 2004-06-14 at 14:33:33
QUOTE(bnzzh @ Jun 14 2004, 01:19 PM)
hey speedy, there is no way you can do that.

but i have an idea that would help you out. i have alot of ideas that i havent put into maps, only sample maps but ok, here it is:

to do the specific locations to view. what you do is.

make 1x1 locations
have ONE zergling teleport from 1 location to another location then to another.
then loop the last location to the first one.
perserve trigger.

example. 1 -> 2 -> 3 ->4, etc. then loop

make sure:
you have hyper trigger.(guarentee you wont see the zergling.)
you need to make 1 for each player you want to see the location.

and thats the ONLY way you can do it. dont think there is any other way.

bnzzh

thanks alot for that tip...

I haven't heard about hypertriggering before (Made one map a year ago called 'Jean_ms All Defence' but after that I never played SC anymore so I am kind of new to all these new techinques).

Will check it out in the tutorial section or do a search for it for sure, that sounds like a better idea then I have at the moment but I wonder if this hypertriggering is fast enough to view like 75 locations at the same time with one zergling, if not I'll just have to use a couple of lings devided over the 75 locations.

Thanks alot again happy.gif


[update]:

Damn this hypertriggering really makes my day biggrin.gif

No more waiting times when using move orders for USM maps, instant triggering all the way blushing.gif


I have one more question though... It seems that the 'custom' scoreboard does not work in the starforge editor, anyone else who has this problem and is there a possible way around it? smile.gif
Report, edit, etc...Posted by EzDay281 on 2004-06-14 at 15:16:16
I'm having a problem with kill scoreboard.
I made ti, and either it doesn't appear, or (if I use goalboard) it starts at 100000, or (if I use golaboard) it starts at 0 and never changes.
Oh well, doesn't matter, I thought of a different objective for it anyway/
Report, edit, etc...Posted by Y-Speedy on 2004-06-14 at 15:58:06
hmm, bnzzh

I tried the way you said, and it worked out *okay* but not really perfectly...

It seems that you can see the places where the ling is transported to but in between it puts back the fog of war for 0,1 second or something like that..

So basicly when you have this loop:

Place1, place2, place3, place4

it does this (times are only examples):

for 3 seconds it shows all 4 places
after that it puts back the fog of war,
then it shows the 4 places again for 3 seconds
then the fog of war comes in again,
etc,etc,etc

I tried using less places, tried to copy the move trigger and let several lings move but let each of the lings start a few miliseconds after the other ling

none of this seems to be working?

Any ideas?
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