Staredit Network

Staredit Network -> UMS Assistance -> Disable "build certain building"
Report, edit, etc...Posted by aznboi504 on 2007-01-16 at 22:56:19
I looked through the forum and didn't find any solutions. I want to know how to disable what a probe, scv, or drone can build.
E.G. a)For a cannon defence you can only see and build a pylon or cannon.
b)Templar only has psonic storm show on his abilities, the others don't appear there as if they weren't his abilities.

Also, is there a trigger on how much you are able to mine?
E.G. Probes can mine only 1 mineral at a time from a mineral field containing 1500 minerals left.

Thanks wink.gif .
Report, edit, etc...Posted by Laser_Dude on 2007-01-16 at 23:12:34
1. I beleive you can disable it... One minute

SCMDraft: Map settings/unit settings
Staredit: Player/settings/unit tab

2. No, at least not directly. Someone made a phantom map however that detects when mins are added, and gives you 16. But I can't remember exactly how it works. And when you do find it, don't expect it to use 'a' trigger, expect more like 800.
Report, edit, etc...Posted by Falkoner on 2007-01-16 at 23:48:41
1. Laser_dude got it right, simply go to the player settings, go to units, then disable the buildings you don't want them to have.


2. I think that would be a very complex system.... I can't seem to think of a way to do it, other than using death counters to remember their minerals, and if they have a different amount than what the death counts are, they must have mined, although, if they build this would be messed up, so I can't think of a simple way to do it.

2(answered). Now that I'm done babbling, I'll tell you how to do it, have minerals fields with 1 mineral in them.(Yes I know your post said 1500), then if that mineral field dissappears, replace it with another one, sometimes the stupid way is the easiest.
Report, edit, etc...Posted by Zeratul_101 on 2007-01-17 at 00:13:25
2. it can be(and has been) done simply with binary countoffs, but like laser_dude said, it takes alot of triggers(32-33/resource/player).
Report, edit, etc...Posted by Laser_Dude on 2007-01-18 at 18:37:09
QUOTE(Falkoner @ Jan 16 2007, 09:48 PM)
2(answered). Now that I'm done babbling, I'll tell you how to do it, have minerals fields with 1 mineral in them.(Yes I know your post said 1500), then if that mineral field dissappears, replace it with another one, sometimes the stupid way is the easiest.
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It would be too easy to get an unplaceable. And that wouldn't be efficient enough. I remember the idea coming out. I'll search the forums.

EDIT: he didn't say how he did it. He said figure it out. I managed to find a copy of the map in my downloaded folder. Have a look. I'll also take a look at it.

ADDITION:
Wow!!! This guy is a genius. This system is amazing, and now I understand it!

Ok, so he uses several deathcounts, as well as numerous systems that appeared to be failsafes. I'll list all the deathcounts he uses to double minerals, note that when I say a unit, that's really a deathcount for that unit.

Ore+floor gun > floor missile
Ore > data disk
Floor Missile > Ore+floor Gun
Data Disk > Ore+floor Gun

Ok, what he detects is that your minerals change, but deathcounters don't. So first, he takes the amount of floor gun (deaths) and transfers that amount of minerals to floor missile. Notice that this is essentially the amount of minerals that you had the previous trigger run. He then transfers the remaining ore into deaths of data disks. At this point you are left with zero minerals, and several floor missile (which represents the minerals you had last time this happened) and several data disk (which represents the minerals you have gained since then) It then transfers floor missile to ore, and floor gun. And data disk to ore and floor gun. This last trigger is the 'sweet spot'. It's the place where it returns the ore you've gathered. Therefore, you should set up this deathcounter with the amount of ore you want. For example, if you want 16 ore/load have it return 2 per 1 data disk death. Your binary counter shouldn't need to go below 8 for this last one. The best way to think of it is to multiply them by powers of 2. I want 1 mineral/load, so I would take away 8 data disk, and add 1 mineral, I would multiply each ascending trigger by powers of 2. And you'd better use this, now that I went to all the trouble of writing this!!!

Original Concept by: Subrosian

EDIT: Upon researching his map further, his system is a lot more complex. It seems some of his weird triggering forced him to use unnecessary failsafes and complexity.
Report, edit, etc...Posted by PCFredZ on 2007-01-18 at 19:18:52
For making minerals mine LESS than 8, I'd definitely go with stacking mineral patches. So much easier than binary countoff.
Report, edit, etc...Posted by Laser_Dude on 2007-01-20 at 00:54:56
QUOTE(PCFredZ @ Jan 18 2007, 05:18 PM)
For making minerals mine LESS than 8, I'd definitely go with stacking mineral patches. So much easier than binary countoff.
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Why do it that way when you can do it the hard way?

You would mapmax pretty easily.

And binary countoffs are so much cooler, and you don't even see the difference!

ADDITION:
And looks like I've cooked up a little experimental map for the occasion!

Don't mine over 2047 minerals, at that point it starts to overflow into the 'mined' section I figured noone would bother mining minerals one at a time for that long. In your map, I'd suggest raising the deathcount max, because players usually do something else as well.
Report, edit, etc...Posted by Wormer on 2007-01-20 at 05:39:50
QUOTE
Wow!!! This guy is a genius. This system is amazing, and now I understand it!

Wow!!! It's really cool smile.gif Mabe to create a new concept topic on this? Well the whole idea is exactly as you wrote, but he did it somehow else...

I didnt understand what the '>' means there:
QUOTE
Ore+floor gun > floor missile
Ore > data disk
Floor Missile > Ore+floor Gun
Data Disk > Ore+floor Gun

Lets call these counters G - Floor Gun, M - Floor Missle, D - Data Disk and use O for Ore.

Well, the first obvious question, just to point it out, what if the player builds something and his minerals decreases? Then at first step you have O < G and all you need is to clear all G after the first countoff.

The second question is more complicated. What if the player gains minerals with some other way than harvesting? The only situation is canceling a construction (or an upgrade of course). In this situation the amount of gained minerals in most cases is not divisible by 8 and when counting down gained O to D you can detect it and do not double this increase. Well the creator of the Phantom map also dont double more than 100 increase of minerals and as I can assume he supposes beforehand that more than 100 increase is canceling something. He uses 'Switch 16' for that purpose.

To clearfy it all I'll adduce the exact algorithm of how his system is exaclty working:

At the beggining the counter G contains the amount of ore on the previous step.
1. Transfer G amount of O to M.
2. If G > 0 then G = 0 (this if you decrased your ore scince last step).
At this point we have gained (scince last trigger loop or step) amount of ore in O
3. If O > 100 then Set Switch (increase is more than 100; assuming canceling smth; Swich indicates that we shlouldn't double this increase).
4. Transfer divisible by 8 amount of O to D.
5. If O > 0 then Set Switch (increase is not divisible by 8; this increase is caused by canceling smth).
6. Add left amount of O to D.
7. If Switch is Cleared then Transfer D to O (if Switch is Cleared we wont have more than 100 D and D is divisible by 8, so we may have lot less triggers for this Transfer: for 8, 16, 32 and 64 only).
Now we have an amount of ore divisible by 8.
8. Transfer 2*O to M (This is where your ore doubles; you change this on Transfer O/8 to M for 1 mineral per harvest, as far as amount of ore is divisible by 8).
9. Transfer M to O and G.
10. Clear Switch.
If we had Switch Set before then we'll have nonzero D counter and should transfer it back to minerals without change, in other case further triggers do nothing.
11. Transfer D to O and G.

That way the system will only fail when you cancel a building gaining less than 100 minerals which amount is divisible by 8. In this case the system would double this increase.

ADDITION:
Oh, I think I understand what '>' is meaning! biggrin.gif It means Transfer! smile.gif

ADDITION:
And to finish with this I'll adduce triggers for transfer.

Next triggers, arranged from high numbers to low (which is emphasized by DOWNTO) will transfer any number (from 0 to 2^(n+1) - 1) from counter A to counter B [and to C].

Transfer A to B [and C], where [...] is optional:
CODE
FOR k = n DOWNTO 1 REPEAT
   Trigger:
   Players:
       Players you wish to have a countoff.
   Conditions:
       Current Player suffered at least 2^k deaths of A.
       // Some additional conditions
   Actions:
       Preserve Trigger.
       Set Deaths of A for Current Player: Substract 2^k of A.
       Set Deaths of B for Current Player: Add 2^k of B.
       [Set Deaths of C for Current Player: Add 2^k of C.]
END REPEAT

If A, B or C means minerals or score you should (of course) change corresponding Action or Condtiion.
Report, edit, etc...Posted by Laser_Dude on 2007-01-20 at 13:43:20
QUOTE(Wormer @ Jan 20 2007, 03:39 AM)
Wow!!! It's really cool smile.gif Mabe to create a new concept topic on this? Well the whole idea is exactly as you wrote, but he did it somehow else...

...

And to finish with this I'll adduce triggers for transfer.

Next triggers, arranged from high numbers to low (which is emphasized by DOWNTO) will transfer any number (from 0 to 2^(n+1) - 1) from counter A to counter B [and to C].

Transfer A to B [and C], where [...] is optional:
CODE
FOR k = n DOWNTO 1 REPEAT
   Trigger:
   Players:
       Players you wish to have a countoff.
   Conditions:
       Current Player suffered at least 2^k deaths of A.
       // Some additional conditions
   Actions:
       Preserve Trigger.
       Set Deaths of A for Current Player: Substract 2^k of A.
       Set Deaths of B for Current Player: Add 2^k of B.
       [Set Deaths of C for Current Player: Add 2^k of C.]
END REPEAT

If A, B or C means minerals or score you should (of course) change corresponding Action or Condtiion.
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1. I'll set up a new topic in a second

2. I obviously know how to run a transfer since I made that experimental map...

Well, here's a problem. Let's say the player has his miners going at a very high rate, and he cancels a building at the same time as he gets minerals. Then he would receive the amount for canceling the building, plus a certain amount of minerals at full refund rate.
Report, edit, etc...Posted by Wormer on 2007-01-20 at 14:42:02
QUOTE
I obviously know how to run a transfer since I made that experimental map...


There is no doubt about it. This is for those who didn't know wink.gif

QUOTE
Well, here's a problem. Let's say the player has his miners going at a very high rate, and he cancels a building at the same time as he gets minerals. Then he would receive the amount for canceling the building, plus a certain amount of minerals at full refund rate.


I have not thought about it... disgust.gif It is a problem, but not that big... You'll just dont get bonus (or get too many on the other hand) minerals from that increase. happy.gif
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