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Staredit Network -> UMS Assistance -> Three questions
Report, edit, etc...Posted by Falkoner on 2006-12-09 at 19:40:05
Okay, here goes:

1.When you check certain boxes for locations, does it effect what actions can be done in that location, or just what conditions it detects?[SOLVED BY FRITFRAT]
2.Is there an equation for hypertriggers to tell you how many times the triggers will fire per second with them? (Lets say I have wait 200 milliseconds on my hypers instead of 0, how could I find out how many times a second it fires now?)[SOLVED BY SPINESHEATH]
3.How come sometimes, when a unit is inplacable, lets say a location is centered on a unit, and it goes next to a cliff, it dies, but you have a trigger to make it reappear where that location was, but it is implacable. How come, no matter how big your location is, it continues to be implacable?[SOLVED BY WORMER]

Okay, get answering

Edit:
4.How do people create minerals in maps! I have seen it done, is it preplaced?[SOLVED BY FRITFRAT]
5. How do you make it so people can only see what a certain unit sees, (example:the camera in Movie Contest)[SOLVED BY FRITFRAT]
Report, edit, etc...Posted by R0y- on 2006-12-09 at 19:50:23
Question 1, Actions should be the same, because it just sees it as, for example, a spawning point. Of course I've only tried this by ground-only and air-only locations. Haven't tested with this really

Question 2, with hypers 1 second is about equivelant to 1000 mille's (correct if im wrong). so 200 would be 2/10 of a second, or 1/5. Equation would be x/1000 x being the number of milliseconds used. 1000/y to find # of mille's to use, y being the number of seconds you need.

Question 3, its a bit of a mystery, it drove me crazy with my unburrow system. Apparently if there's no other units in the location, the spawn tells it to build in the exact center of the location. If you die by a cliff, part of the cliff is in the center of the location, so it says the unit is unplaceable. (So is my theory after series of tests trying to get rid of it, I think it's impossible)

Question 4, if you're talking about mineral chunks, i believe they can't be created with triggers, but can be moved. If you're talking about regular minerals, I think (not sure) you can make them if you say create with player 12; if i'm wrong, then yes, they're preplaced.
Report, edit, etc...Posted by Falkoner on 2006-12-09 at 19:57:30
for question 3, I finally just gave up and made it so a mutalisk would move the location to a spawnable area, and i put spidermines anywhere i didnt want him to spawn and made it so he wouldnt spawn if spidermines were there.

For question 2. that wouldnt make sence since 0 millisecond waits make it go 12 times per second. So there must be some other equation.

Now for question 5. How do you make it so people can only see what a certain unit sees, (example:the camera in Movie Contest)
Report, edit, etc...Posted by spinesheath on 2006-12-09 at 19:57:56
About the hypers:
Hypertriggers only fire 12 times per second because those ~86 milliseconds on fastest is the fastest trigger firing rate SC allows.
Waits stack on a pile for each player, one wait is executed after another. So if you have a stack of 200ms-waits, every 200ms another wait will be executed, causing all triggers to be checked. You could even do weird things like mixed waits; some 100ms, some 1000ms, some 134ms. Whatever you want. But it's rather unlikely you'll find a use for that...

Edit: Question 5: Make the unit owned by a certain player you have vision with, and that has no other units. Depending on the case, unvision yourself.
Or: Use the create-remove trick: keep creating/removing a scourge (for example) over that certain unit.
Report, edit, etc...Posted by Falkoner on 2006-12-09 at 20:02:47
Thanks for the info on waits, thats what I was asking for!

But in Movie Contest it does neither. Because the player playing the movie still controls the camera, and the camera is invisable to other players, and the create remove thing, even with hypertriggers is barely noticable.
Report, edit, etc...Posted by Zeratul_101 on 2006-12-09 at 21:32:53
QUOTE(Falkoner @ Dec 9 2006, 04:40 PM)
3.How come sometimes, when a unit is inplacable, lets say a location is centered on a unit, and it goes next to a cliff, it dies, but you have a trigger to make it reappear where that location was, but it is implacable. How come, no matter how big your location is, it continues to be implacable?
[right][snapback]601763[/snapback][/right]


location size doesn't affect spawning capabilities

i'm not entirely sure if i understood this right, but here goes:

is the new spawned unit the same unit as the one that died? cause if the new unit is larger than the old one, a part of the new one will be on top of a cliff, making it unplacable. terrain doesn't offset(as far as i know), whereas units do.

or otherwise, its jsut a logic error, and you just used always as the condition, instead of bring/command.
Report, edit, etc...Posted by Wormer on 2006-12-10 at 04:33:40
1. I know just that you can create air units on ground locatins and vice versa.

3. Actually you can create unit of any size at near-criff location where the other unit has died. It cannot be created at empty location, but it could be created at a near-criff location where other unit is standing. Also the unit died could be created at the place it died. We'll use that. So the plan is follows: when unit has died we are recreating the died unit at the location then creating any unit we like and then remove the died unit.

Here is the example where we're creating a tank near died marine. Kill the marine by standing on beacon.
Report, edit, etc...Posted by spinesheath on 2006-12-10 at 06:12:33
Btw, doesn't "create somewhere - move to location" work?
Report, edit, etc...Posted by Wormer on 2006-12-10 at 07:11:16
create - move is not working
Report, edit, etc...Posted by Falkoner on 2006-12-10 at 09:54:00
Zeratul, it is the same unit and I learned to use the command instead of always condition back when I was making Ghentinsville.

Thanks for making the test map Wormer. I'll say that YOU solved it. Although I think Roy may have had it, Im going to try to test it out when there is a unit in the location, maybe then it will spawn correctly

ADDITION:
Can you create Map revealers? because in movie contest (I was just checking the triggers) The Condition is If Switch 'Play Movie1' is set
Action
Create 1 map revealer for player 5 at 'camera follow'
Wait 20 milliseconds
Create 1 map revealer for player 5 at 'camera follow'
Preserve Trigger


Perhaps you can create map revealers for a second before the game deletes them, also there is no remove map revealer, and all the players have vision for player 5... Strange...
Report, edit, etc...Posted by fritfrat(U) on 2006-12-10 at 10:09:08
The create and remove really fast with hyper triggers or unvision yourself are the ways I'd think of of doing #5, and both are fully functional. Check the actual map with triggerviewer if you really want to know their specific method of doing it.

This is tested: unchecking flags on locations applies for both conditions and actions. So if you do "kill all any unit at location X," and location X is only for air, only air units will die. However, you can actually use the locations for actions such as Create Unit, even if the unit you are creating is not included in the flags checked for that location.

Also tested: you cannot create mineral chunks or gas tanks; those all must be pre-placed. Mineral fields you can create through triggers.

You can create map revealers, but the only way to remove them is to use the "Remove Unit" trigger that removes all of them.

That's about everything, right?
Report, edit, etc...Posted by Falkoner on 2006-12-10 at 15:51:20
GJ FritFrat, I think that about answers it all, thx again, I'll just lock this topic.
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