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Staredit Network -> UMS Assistance -> Random set of questions part ii
Report, edit, etc...Posted by IsolatedPurity on 2004-09-19 at 08:19:23
1. Hyper triggers nullify all other wait actions, right? So would I have to create a virtual timer? Besides burning terran buildings, can this be accomplished some other way?
2. How do hyper triggers actually work? Do they just keep starcraft focused on triggers constantly? curious.
3a. If I have let's say, 10 locations constantly moving with a player, and there's 4 players in the game, would that effect game play or the triggers?
3b. If I'm using hyper triggers, would I even need 10 locations per player? Perhaps they could share the locations and the triggers would shoot off fast enough that there would be no weird affects? Thinking like spell range - short, medium, entire screen.
4. What are the limits for...
  • a. locations on maps?
  • b. units on maps? (I tried filling an entire 64x64 map section with neutral map revealers to block map hack, but eventually starforge earsed them after a certain limit)
  • c. triggers? (is it easy to max out?)
  • d. strings?
5. If I create 5 units at a huge location, would their spawn points be randomly scattered throughout the location or be centered?
6. If I'm using hyper triggers, is there anyway to create like a roulette for randomness with strict equality of chance? How about....
Condition:
Always
Actions:
Set Switch 1
Clear Switch 1
Set Switch 2
Clear Switch 2
etc....

and then like...
conditions:
player x brings unit to location
switch 1 is set
action ?

and do so for every switch...
AND THEN

default action (highest probrabilty [50% chance]) =
conditions:
player x brings unit to loaction
switch 1 is clear
switch 2 is clear
etc.
actions : display text 'haha nothing happened'


Would that work? Or would starcraft be cycling through the switches so much that it'll always seem to have all the switches cleared?



More to come biggrin.gif
Report, edit, etc...Posted by EzDay281 on 2004-09-19 at 11:57:38
Alright...
1.If you don't need all 8 players, than just add P8, but no units, nothing except Hyper Triggers, because Hyper TRiggers only "nullify" the playr they're for, explained why later.

2.How they work, is because when you create a wait trigger, it overrides the 2-second wait. So it looks at the wait 0 milliseconds, and so checks the trigger list again, I hope you understand.

3a+b. I don't understand what you mean, sorry.

4.Locations max out at 255??(I think, not sure).

5.Centered.

6.Just use Randomize Switch, though your idea was pretty creative for a beginner happy.gif

I hope this helps.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-19 at 12:03:44
1. Hyper Triggers don't nullify other Waits, they just mean that they have a huge increase in time length, so much so it can result in hours of waiting for the trigger to finally finish, due to a medium length wait.

You can use Custom Score, or Death Counts instead and they will count at around 2 a second with Hyper Triggers, either have one like this
Player 8
Conditions:
Always
Actions:
Add 1 to Custom Score for Player 8
Preserve Trigger

Or customise it to whatever you need.

2. They just cause Starcraft Engine to check triggers at a faster rate than normal and so run through them quicker than before. Adding more Hyper Trigger boxes doesn't increase your speed, just the length of time they work for, though with 3 boxes of 62 waits of 0 they last a good few hours.

3a. It shouldn't effect gameplay or the triggers heavily, though the more triggers you have the longer it will take to check them all, even if they are only used once. The more repeating at the same time, again they don't fire as fast.

If these locations did something then on slower computers it may cause lag, such as making them centre a unit, or many over the location constantly.

3b. It matters on your usage of the Locations, if say you want them to separately cause explosions then i'd keep 10 for each player, because else you'd have to make sure it knew who was under it, and you'd have to find a way of keeping track of where it went. It will run through the triggers fast, so if it is set to player one at beginning and things fire down the triggers they will effect player one, and then player two the next time...

4a. 255 is the maximum amount of locations allowed, or so i believe
4b. Its about 1700, though no more than 1650 can be placed on most editors.
4c. There isn't any real limit to the amount of triggers, but there are limits to the amount of Actions within those triggers. 64 Max Create Units with Properties.
4d. 1024 Strings; (IE: Mission Briefing, Comments, Text Boxes, Names of units/buildings/others, anything which has text in it adds to this) and 256 possible switches

5. They would naturally be spawned as close to the centre of the location as possible.

6. You can Randomise Switches, so that with each turn, as it were, your not sure what you might get. The amounts of switches determines the amount of different effects
2^Number of Switches
IE
1 Switch = 2 Results
2 Switches = 4 Results
3 Switches = 8 Results
4 Switches = 16 Results
5 Switches = 32 Results
6 Switches = 64 Results
etc etc etc
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-19 at 13:10:48
1. Hypertriggers have no affect on waits if they hypers are not owned by a player with waits.

2. Starcraft normally checks triggers every 2 seconds. Hypertriggers make game engine do this:
  • Check Trigger <loop>
  • CheckTrigger(ID=0;Cond0=Always)
  • Cond0 = True
  • RunTrigger(ID=1,Actions=trigger.getActions)
  • ExcecuteAction(ID=0; Alais="Wait(0);")
  • Time.wait(0)
  • wait=true -> Check triggers
The game will reach wait check and execute triggers, come back to trigger reach next wait, etc.

4.
  • Locations: 255 (1 is Anywhere)
  • Units: 1700 (1655 in editor)
  • Triggers: 1024
  • Strings: 1024
5. Centered

6. Use randomizing and random switches, Bolt's tutorial is around here somewhere...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-19 at 16:08:07
1. No, you can, yes (what coko said)

2. http://www.staredit.net/index.php?showtopic=3744

3. 3a and 3b cannot be answered without a specific example. The answer varies drastically on trigger order

4. Coko and BattleKruser answered these (however Battlekruser is incorrect about trigger max)

5. They all are created closest to the center of the location like coko said. Also the location size doesn’t matter when creating units.

6. Absolutely imposable. The first trigger would fire completely before any other triggers have the option to therefore the last set/clear action would always be your result. I wrote a tutorial on random triggers a while back check it out here
http://www.staredit.net/index.php?showtopic=2851
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-19 at 19:48:13
QUOTE
(however Battlekruser is incorrect about trigger max)


I still swear hearing there is a trigger limit.

QUOTE
http://www.staredit.net/index.php?showtopic=2851


I must remeber to bookmark this.
Report, edit, etc...Posted by IsolatedPurity on 2004-09-19 at 19:57:59
New questions:
7. There's this defense map.... not quite clear on the name, but it has "bomber planes" dropping little fire explosions that hurt a lot. Anyone know what they are dropping? Scarabs? Can I just create scarabs in the middle of the field and would they explode? or would they run around first?

8. Does firebat splash damage depend on the firebat's attack damage?


Old questons with new sub questions:
1. This whole hyper trigger thing got me to understand why 87 seconds worked for a wait I wanted for 120 seconds. I pretty much knew the reason was another two triggers looping with their own 15 second wait...

But I thought some tutorial read somewhere that you should create 3 or so hyper trigger lists for each player. Or do I only need it on one player?


5.
QUOTE
They all are created closest to the center of the location like coko said. Also the location size doesn’t matter when creating units.

So in order to make them in random locations... would it be best to give them to a neutral computer, set them as invulerable, set them to junk yard dog, give them to player x, and then go forth?

6.
QUOTE
Absolutely imposable. The first trigger would fire completely before any other triggers have the option to therefore the last set/clear action would always be your result. I wrote a tutorial on random triggers a while back check it out here

I already knew about randomization with switches, I wanted to go another way though. But I guess since there's no limit with triggers, I could use switches. It'll just be so much easier if I could create a roulette with one trigger though. What if I have 4 swtiches constantly being toggled?
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-19 at 20:01:49
7. Can't make scarabs, have to move them. They could be spider mines or moved scarabs.

8. Yes.

1. Hypertriggers feects are global. Create them for one player that has no other triggers with waits.

5. Or do a random grid.

6. Wont work nearly as good as randomizing.
Report, edit, etc...Posted by IsolatedPurity on 2004-09-19 at 20:15:01
QUOTE
5. Or do a random grid.

What? I would need to create units in a random position in a moving location... if that helps any.

QUOTE
7. Can't make scarabs, have to move them. They could be spider mines or moved scarabs

Scarabs don't have to be in motion though, in order to move them, right? They are just like... nested inside the reaver once being built? Just like bunkers kinda "nest" marines?
Report, edit, etc...Posted by x BakaPeter x on 2004-09-19 at 21:07:19
if the reavers arent attacking anything the scarabs cant be moved. you need the reaver to attack a building and make the building constantly heal while constanty adding hangar counts for reavers.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-09-19 at 21:26:34
You can move a scarab while it's out in the field moving towards another target, but I'm 99% sure the defense map used exploding scarabs.

There is no trigger limit to my knowledge, and if there is, it's HUGE. I've used SC trigger to generate huge amounts of triggers.

Creating units at a location, in random places at that location, is pretty complicated. Maybe someone can provide you with a link for the "Grid map packs" otherwise you can probably to a search for it in the download data base. Then you'd have to do a lot of work to make it pick random spots at the grid.. then create units at those spots.
Report, edit, etc...Posted by IsolatedPurity on 2004-09-19 at 21:40:20
Another question! Yaaaah:
Can I use triggers in player 9, 10, or 11 without affecting gameplay? Like beforehand, I was talking about two triggers with their own 15 second wait bouncing back and forth...
I was thinking, I could have player 9 bounce the waits back and forth while using little switches to have the waits do their thing on the players the actually affect.


QUOTE
You can move a scarab while it's out in the field moving towards another target

With map hack ( smile.gif ), I saw the defense map did have like 30 reavers just sitting idling in a southern region... I was wondering why they weren't moving toward our base. I wasn't looking during the bombing planes, but I don't think they had any building to attack.

QUOTE
I've used SC trigger

oooo a program to create triggers? How much can it do for you?
edit: found the anwser to this question smile.gif pretty neat...

That brings up another question:
Is there anyway I can edit my triggers without using an editor? Let's say I have 6 players with their own seperate instance of the exact trigger... except it uses different switches...
With all the triggers laid out in one window, I could do a find and replace on the trigger while leaving the individual switch actions alone.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-09-19 at 21:49:35
You can't have triggers belong to players 9, 10, 11, or 12, but you can have triggers that AFFECT them.

SC Trigger generates massive amounts of kill triggers for RPGs. There are simpler systems that use less triggers involving kill points.

A plug-in for SCM Draft 2 is being made that is a trigger editor similar in style to any high-level programming language. It contains all the triggers in this text format in one window, I'm not sure if this plug-in is available to the public yet.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-19 at 22:52:20
QUOTE(isolatedpurity @ Sep 19 2004, 06:57 PM)
5. 
So in order to make them in random locations... would it be best to give them to a neutral computer, set them as invulerable, set them to junk yard dog, give them to player x, and then go forth?
[right][snapback]75905[/snapback][/right]


Yes considering your mapping skill is beginner i would attempt other methods.

QUOTE(isolatedpurity @ Sep 19 2004, 06:57 PM)
New questions:
6. 
I already knew about randomization with switches, I wanted to go another way though.  But I guess since there's no limit with triggers, I could use switches.  It'll just be so much easier if I could create a roulette with one trigger though.  What if I have 4 swtiches constantly being toggled?
[right][snapback]75905[/snapback][/right]


Just because you don't understand what the result will be doesn't mean it will be random. Dependant on your circumstances you could have a random effect by haveing a trigger that just toggles a switch every second. But only if the time the random triggers fires is varies as in it is deturmaned by conditions such as "bring" instead of a sequince of triggers.
Report, edit, etc...Posted by IsolatedPurity on 2004-09-20 at 12:15:51
QUOTE
quote:
(however Battlekruser is incorrect about trigger max)

I still swear hearing there is a trigger limit.



Starforge lists 2048 as a max allocation for triggers...
... and 1650 for units.

However, it's changeable... but does that mean starcraft would support it? An "option" is meant to be changed?


edit: i guess you can't double quote?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-20 at 14:02:46
The max values listed in Starforge are related to memory useage. They in no way represent the max for starcraft.

PS. yeah you can. If you think ahead of time you can click the quote buttons of all the people you want to quote then hit reply.

or you can just do a normal quote and copy and paiste it into the post you already did.
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