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Staredit Network -> UMS Assistance -> Turn Based System?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-14 at 12:15:18
How could i make a turn based system using no switches, but death counters set it off. Also how do i randomize different battles and stuff? Could someone help me please?

[center] PsiShock [/center]
Report, edit, etc...Posted by Yoshi da Sniper on 2004-09-14 at 14:24:33
I think you should try a simpler system.
Report, edit, etc...Posted by @:@ on 2004-09-14 at 15:23:15
Switch is either 1 (on) or 0 (off)

You can apply the same concept with death count(er)

Deathcountofunit = 1 (off)
Deathcountofunit = 2 (on)
Deathcountofunit = 3 (something else)
....etc...

I suggest you use switches to randomize stuff, but for randomization only.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-14 at 18:45:13
QUOTE
How could i make a turn based system using no switches,


Randomazation requires switches.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-14 at 19:19:42
If you spend a lot of time, you can make a turn based system, where you choose to attack or not until all the biugs are out, then yo can add item using and random battles. Just test alot, it's what I did, and my system works a tiny bit, but not well enough to post to dl.
Report, edit, etc...Posted by CheeZe on 2004-09-14 at 20:27:24
Simple Turn Based Battle that uses 0 switchs. I made one before, but it got last during reformatting so I quickly remade one for tutorials and such tongue.gif

Items/Specials don't work, but it's the same thing as attack except with different effects tongue.gif
Report, edit, etc...Posted by StarmanJr. on 2004-09-14 at 22:00:25
Well, you could -kind of- randomize different battles with death counters (though switches would work better).

You could simply put fast reaction/hyper triggers and make it so it always adds 1 death counter of a unit. When a certain number is reached, say 10, set it back to 0. This way, it somewhat acts as a "roulette." Then when a random encounter or whatever occurs, depending on the death counter, you fight a different set of enemies. A death of 1 could be 3 zerglings while a death of 2 could be 5 marines and so on.

I used this method in one of my maps... which I now neglect. It had random encounters and different enemies in battles. It wasn't turn based though.

Hoped that helped happy.gif
Report, edit, etc...Posted by RandomNoob on 2004-09-15 at 00:18:49
I do not know the triggering, but I do know a turn based system can be derived from the triggers in the map Chess.

Its that ums map that is a game of Chess. Whenever white attacked and took a unit, its unit was invincible and attacked blacks unit. then both set back to invincible. whenever black attacks it became invincible and the white piece would become vulnerable. This is convienient as healing itmes could just set the units to 100 percent.
Report, edit, etc...Posted by DevliN on 2004-09-15 at 03:13:52
QUOTE(DevliN @ Sep 15 2004, 02:06 AM)
Hmm sounds good. I've often thought about random battles myself, and here is the extremely complicated way I've discovered (this is what I'm using to randomly place items/weapons in my upcoming Snipers-like map):

Have 1 computer player (lets use Player 8 as an example) gain 1 mineral for every 5 seconds:







Trigger
Description:
Gain Ore
Players:
¤ Player 8
Conditions:
¤ Always
Actions:
¤ Add 1 ore for Player 8.
¤ Wait for 1000 miliseconds.
¤ Preserve trigger.

Follow that up with:







Trigger
Description:
Reset Ore
Players:
¤ Player 8
Conditions:
¤ Player 8 accumulates exactly 5 ore.
Actions:
¤ Set ore for Player 8 to 0.

Next do the same for vespene gas except make it give 1 gas per 2 seconds:







Trigger
Description:
Gain Gas
Players:
¤ Player 8
Conditions:
¤ Always
Actions:
¤ Add 1 gas for Player 8.
¤ Wait for 2000 miliseconds.
¤ Preserve trigger.

Follow that up with:







Trigger
Description:
Reset Gas
Players:
¤ Player 8
Conditions:
¤ Player 8 accumulates exactly 5 gas.
Actions:
¤ Set gas for Player 8 to 0.

Then basically set up each event:







Trigger
Description:
Random battle
Players:
¤ Player 1
Conditions:
¤ Player 8 accumulates exactly 1 ore.
¤ Player 8 accumulates exactly 3 gas.
Actions:
¤ RANDOM BATTLE

Doing it this way can randomly choose one of atleast 25 battles to trigger. Raising the maximum ore/gas in theur respective second triggers can create even more variables.

Then you have them either move to a different area to fight or have a unit spawn near them to fight.

As far as spawning near them goes, you could have either burrowed units around the terrain (so whenever a player comes in contact with one the random battle is triggered) or you could tryto figure out some sort of system to trigger the random battles (the above could be used to trigger it somehow perhaps).

I know this is totally confusing, but it may be worth a shot. Its working for me so far smile.gif .
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I posted that in eXiLe[V]'s topic about an RPG he's planning to make. It is a way to randomize without the use of switches. It may not be as effective, but it can work.
Report, edit, etc...Posted by VoidArchon(MC) on 2004-09-17 at 19:43:33
Wouldnt the "Wait 1000" part mess with other triggers that are going on?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-17 at 21:06:45
Only if you put it first or something.
Report, edit, etc...Posted by CheeZe on 2004-09-17 at 21:21:46
did anyone even bother looking at my map? ..if no one cares, then I should just stop making these maps mellow.gif

if you want to do something random, just do what someone said: add 1 mineral (or any points) until ..lets say 3 or 4, then it will repeat. each time that person walks, a check is done and if it's that number, a battle occurs. happy.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-17 at 22:21:32
I checked out your map. It worked good, but the timer was always going and that confused me at first. lol

I have 5 locations with a unit patrolling and w/e location the unit is in when the battle comes shooses what you fight, but you have to separat ethe locations perfectly so it will always fight but never make you fight 2 units (unless you want it to.)
Report, edit, etc...Posted by Revelade on 2004-09-18 at 22:20:16
QUOTE(DT_Battlekruser @ Sep 14 2004, 05:45 PM)
Randomazation requires switches.
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Not exactly. You could have a critter that runs over beacons. That would be random.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-18 at 23:04:07
I do a similar thing except I make a unit run and teleport and run and teleprt an it walsk over a lot of lcoations,a nd whatever one its in decides what unit you fight.
Report, edit, etc...Posted by DevliN on 2004-09-19 at 00:45:15
QUOTE(VoidArchon(MC) @ Sep 17 2004, 06:43 PM)
Wouldnt the "Wait 1000" part mess with other triggers that are going on?
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With hypers it should work fine...or atleast it does for me....
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-19 at 04:29:34
It could only delay player 8s triggers with waits 1 second. When you think about it thats about the normal refresh time anyways but it could still cause problems.

Hyper triggers wouldn't make a differance unless there owned by player 8, if they are you have issues.
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