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Staredit Network -> Concepts -> Magic Timer
Report, edit, etc...Posted by l3liZzArD-X on 2006-06-02 at 13:19:16
well im already using the countdown timer like in the diplo games get money at 2 minutes every 5 minutes but then i realized how am i supposed to make short lasting spells? well i came up with an idea and tell me if this will work correctly i couldnt get on to test if it works or not

Conditions:

Player 1 Acumulates atleast 4 Vesphene Gas
Player 1 Brings Atleast one civilian to Spell 1

Actions:

Set Switch 1 (spell 1)
Move all Civilians from location spell 1 to spell respawn
Give 30 Custom to Player 1
Preserve Trigger
____________________________________________________________________

Conditions:

Spell 1 is set (switch 1)

Actions:

Modify Resources for player 1 Subtract 1 Vesphene Gas
Preseve Trigger
____________________________________________________________________

Conditions:

Player 1 Custom's score is exactly 0
Spell 1 is set

Actions:

(Do whatever you need to do to end spell here)
Clear Spell 1
Preserve Trigger

The good thing about this is not everyones spells are controlled by the countdown timer so they dont cross over casting spellls at different times yawn.gif
if it works

Give me your opinions on this and its effectiveness

Note: i will be posting the demo for the map im making After this is answered and i think of 3 more ocean based spells (or to speed it up susgest some)
Report, edit, etc...Posted by Zeratul_101 on 2006-06-02 at 20:51:37
nothing special, just an alternative counter. theres plenty of different types, like resource counters, death counters, physical counters etc...
Report, edit, etc...Posted by l3liZzArD-X on 2006-06-02 at 21:00:00
lol way to bring me down but if your using all the other counters mineral timer etc its sexi anyway any mana idea's i just tried the map and i just realized i messed up mega on a trigger lol i pur Atleast 2 mins on countdown create untis which makes it not sotp making for 3 whole minutes rofl i almost cried
Report, edit, etc...Posted by The_Shattered_moose on 2006-06-03 at 01:30:23
Pretty much anything works, what you have there is the same exact thing as a death count timer.
If you feel like trying something new out, a while back someone posted another kind of physical timer, one that used a burning terran building to time events. With this method, the counter scales to different game speeds.
Report, edit, etc...Posted by l3liZzArD-X on 2006-06-03 at 13:38:50
got the counter but still missing spells need 3 water based spells @ please
Report, edit, etc...Posted by Noober on 2006-06-03 at 14:13:07
Flood, rain, and firehose.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-03 at 20:34:29
errr...

twister(tornado on water), high tide, lightning storm
Report, edit, etc...Posted by Rantent on 2006-06-04 at 01:47:55
Your using score as a counter.. (At least I think, your actually subtracting gas.. Which makes no sense.)
It would simply be easier and more managable to use death counts. Unless you were using the highest score use to detect who casted the latest spell. (Which would have uses)
Report, edit, etc...Posted by l3liZzArD-X on 2006-06-04 at 23:24:38
thanks for the spells guys and the counter is fine but thanks yawn.gif ill have demo out soon i just need to add buildings for each person

oh and one more thing the command centers are starting with 4 scvs and there not supposed to im pretty sure i just forgot to not randomize start location and thats why but if its something else let me know
Report, edit, etc...Posted by dare0021 on 2006-06-05 at 11:44:15
QUOTE(The_Shattered_moose @ Jun 3 2006, 03:30 PM)
Pretty much anything works, what you have there is the same exact thing as a death count timer.
If you feel like trying something new out, a while back someone posted another kind of physical timer, one that used a burning terran building to time events. With this method, the counter scales to different game speeds.
[right][snapback]498234[/snapback][/right]

Most efficient?
Report, edit, etc...Posted by Zeratul_101 on 2006-06-05 at 11:53:20
QUOTE(l3liZzArD-X @ Jun 4 2006, 09:24 PM)
thanks for the spells guys and the counter is fine but thanks yawn.gif ill have demo out soon i just need to add buildings for each person

oh and one more thing the command centers are starting with 4 scvs and there not supposed to im pretty sure i just forgot to not randomize start location and thats why but if its something else let me know
[right][snapback]499878[/snapback][/right]

um,i'm pretty sure that because you're not on use map settings, random start locations don't have anything to do with UMS maps
Report, edit, etc...Posted by lil-Inferno on 2006-06-16 at 14:08:43
QUOTE(l3liZzArD-X @ Jun 2 2006, 12:18 PM)
well im already using the countdown timer like in the diplo games get money at 2 minutes every 5 minutes but then i realized how am i supposed to make short lasting spells? well i came up with an idea and tell me if this will work correctly i couldnt get on to test if it works or not

Conditions:

Player 1 Acumulates atleast 4 Vesphene Gas
Player 1 Brings Atleast one civilian to Spell 1

Actions:

Set Switch 1 (spell 1)
Move all Civilians from location spell 1 to spell respawn
Give 30 Custom to Player 1
Preserve Trigger
____________________________________________________________________

Conditions:

Spell 1 is set (switch 1)

Actions:

Modify Resources for player 1 Subtract 1 Vesphene Gas
Preseve Trigger
____________________________________________________________________

Conditions:

Player 1 Custom's score is exactly 0
Spell 1 is set

Actions:

(Do whatever you need to do to end spell here)
Clear Spell 1
Preserve Trigger

The good thing about this is not everyones spells are controlled by the countdown timer so they dont cross over casting spellls at different times yawn.gif
if it works

Give me your opinions on this and its effectiveness

Note: i will be posting the demo for the map im making After this is answered and i think of 3 more ocean based spells (or to speed it up susgest some)
[right][snapback]497758[/snapback][/right]

You can also use the death counter. Twelve deaths equals one second. So you would have it that, when the switch occurs, the Current Player has one death adding up, then preserving the trigger. When you reach the amount of deaths that the spell lasts ( Example: Multiply twelve by the number of seconds you want the spell to last ). What I am getting at this is that this wont stop other triggers, it is a lot less confusing and uses a lot less triggers. biggrin.gif

ADDITION:
QUOTE(l3liZzArD-X @ Jun 4 2006, 10:24 PM)
thanks for the spells guys and the counter is fine but thanks yawn.gif ill have demo out soon i just need to add buildings for each person

oh and one more thing the command centers are starting with 4 scvs and there not supposed to im pretty sure i just forgot to not randomize start location and thats why but if its something else let me know
[right][snapback]499878[/snapback][/right]

If you didn't have random start locations, then you need to make a trigger that removes the SCVs in the beginning, if not then you'll have to simply find a way to get rid of this error.
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