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Staredit Network -> UMS Assistance -> Limiting to one building at a time
Report, edit, etc...Posted by PearS on 2004-10-23 at 23:54:00
I want to make it to where players can create only one supply depot at a time. Staredit is really crappy because conditions only recognize buildings that are complete, while actions can recognize complete and uncomplete buildings. Because of this i cant make it remove one when they try to make two. I also cannot kill one when they try to make two. When i try to do this, the trigger waits until one is completed then it removes (for some odd reason) the depot farthest left, be it complete or not. I do not want to involve resources of any kind in this limitation. Is there another way?!
Report, edit, etc...Posted by greenreaper on 2004-10-24 at 00:02:37
Hmm....you could do this: Make a condition so that when a player has two supply depots, destroy one. The only problem with that is that either supply depot will get killed...another method is to set minerals.
Report, edit, etc...Posted by DT_Battlekruser on 2004-10-24 at 00:04:07
I think he knows how to do that but his problem is that we doesn't want the other player to be able to build a supply depot while also controlling a half build supply depot. My best suggestion is limit the minerals or something.
Report, edit, etc...Posted by PearS on 2004-10-24 at 00:07:57
Ya i really cant use minerals, they serve another purpose. Maybe if i explained the whole scenario. I have it so when you finish a depot, it removes and creates a mineral field. Now the problem is that when one finishes, it removes them all (finshed and nonfinished). So the only way to fix that is to limit it to one at a time. Which is hard in itself.
Report, edit, etc...Posted by DT_Battlekruser on 2004-10-24 at 00:10:09
Use a trigger that only removes the one supply deopt, and then you don't have to limit them.
Report, edit, etc...Posted by PearS on 2004-10-24 at 00:14:42
I don't think you understand. When one finishes, it centers a location around a farm...but in actions a farm doesn not have to be completed to be targeted. So if it removes an unfinished one...the finished one is still there so it looks for another. It might target the finished one first, it might not. But i have noticed that it targets the farthest left one first for some reason. I dont think this is fixable.
Report, edit, etc...Posted by LordVodka on 2004-10-24 at 02:54:35
My suggestion, forget it, and move on to using something else.
And if it isnt being used for something else, use a corsair or a defiler as the builder.
Then have it so when the player uses Disruption Web or Dark Swarm or w/e, have it center a location on it, remove it, and create a Mineral Field there. And if you have Hyper Triggers in use, the player shouldn't have time to react faster than the triggers, and make two Dis. Webs or Dark Swarms.
But, if they do, you can use this trigger, make it so that these spells take up all of the units energy, and when the location centers and removes the spell, right after it removes it, replenish the units energy to full.
That should do it for ya.
Also, let me know how that turns out by PMing me please, I want to know if this trigger works if you choose to use it.

-_=LordVodka=_-
Report, edit, etc...Posted by Foamy on 2004-10-24 at 06:48:10
Can't you just give the player only one SCV?
and have like Probe to work?(mine minerals)

And whenever you build a SCV, it can turn into a Probe...

just a thought.
Report, edit, etc...Posted by SA_Max71 on 2004-10-24 at 20:19:55
QUOTE(PearS @ Oct 23 2004, 08:07 PM)
Ya i really cant use minerals, they serve another purpose.  Maybe if i explained the whole scenario.  I have it so when you finish a depot, it removes and creates a mineral field.  Now the problem is that when one finishes, it removes them all (finshed and nonfinished).  So the only way to fix that is to limit it to one at a time.  Which is hard in itself.
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In my experience, any protoss building that is being morphed in can be destroyed/removed by a trigger - regardless of it's progress of being built. So, I recommend using a protoss building, such as a pylon or a forge. This way, if a player tries to build more than one pylon than that pylon will be destroyed/removed regardless of how close it is to being built.

Well, I hope this helps.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-25 at 02:38:57
Since your advanced i'll just make some concept triggers.


Trigger
Description:
Place burrowed unit under supply depo
Players:
¤ blah
Conditions:
¤ Current player commands exactly 1 supply depo
¤ Current player commands exactly 0 ling
Actions:
¤ Create 1 ling (burrowed, invincable) at distant location for current player
¤ Center location 'center' on supply depo
¤ Move ling at distant location for current player to 'center'
¤ Preserve Trigger



Trigger
Description:
Two depos
Players:
¤ blah
Conditions:
¤ Current player commands exactly 2 supply depo
Actions:
¤ Center location 'center' on zergling owned by current player
¤ Give all supply depo at 'center' owned by 'current player to 'player x'
¤ Remove all supply depo owned by current player
¤ Display text "you have been censored.gif slapped don't cheat no more"
¤ Give all supply depo at 'center' owned by 'player x' to 'current player'
¤ Preserve Trigger


Ok basicly you move a burrowed marker under the supply depo they first build. Then when they have two give the marked one away (so it is uneffected) and then remove all supply depos then give the marked one back.

PS. you will want a trigger to remove the burrowed ling if you command 0 supply depos too.

Mmm that wasn't as hard as i thought it would be
MUHAHAHA TRODOR STRIKES AGAIN
Report, edit, etc...Posted by .Coko[CK] on 2004-10-25 at 15:17:38
QUOTE
MUHAHAHA TRODOR STRIKES AGAIN
Someone cause to HomeStarRunner and watches SBMail!
Report, edit, etc...Posted by SA_Max71 on 2004-10-25 at 18:38:46
QUOTE((U)Bolt_Head @ Oct 24 2004, 10:38 PM)
Since your advanced i'll just make some concept triggers.








Trigger
Description:
Place burrowed unit under supply depo
Players:
¤ blah
Conditions:
¤ Current player commands exactly 1 supply depo
¤ Current player commands exactly 0 ling
Actions:
¤ Create 1 ling (burrowed, invincable) at distant location for current player
¤ Center location 'center' on supply depo
¤ Move ling at distant location for current player to 'center'
¤ Preserve Trigger









Trigger
Description:
Two depos
Players:
¤ blah
Conditions:
¤ Current player commands exactly 2 supply depo
Actions:
¤ Center location 'center' on zergling owned by current player
¤ Give all supply depo at 'center' owned by 'current player to 'player x'
¤ Remove all supply depo owned by current player
¤ Display text "you have been  censored.gif slapped don't cheat no more"
¤ Give all supply depo at 'center' owned by 'player x' to 'current player'
¤ Preserve Trigger


Ok basicly you move a burrowed marker under the supply depo they first build.  Then when they have two give the marked one away (so it is uneffected) and then remove all supply depos then give the marked one back.

PS.  you will want a trigger to remove the burrowed ling if you command 0 supply depos too.

Mmm that wasn't as hard as i thought it would be
MUHAHAHA TRODOR STRIKES AGAIN
[right][snapback]89634[/snapback][/right]

BUT what about the supply depots that aren't completely built? (I read somewhere in this thread half-built supply depots won't be affected by his triggers.)
Report, edit, etc...Posted by xtremebob on 2004-10-25 at 19:10:11
I can't make trigger worth : censored.gif : but can't you just make a bunch of lings follow you around underground so can can't build after you built one supply depot.
*NOTE* I don't know how to do this but this might be an option.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-26 at 00:25:25
QUOTE(SA_Max71 @ Oct 25 2004, 05:38 PM)
BUT what about the supply depots that aren't completely built? (I read somewhere in this thread half-built supply depots won't be affected by his triggers.)
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LoL you should try reading the first post again. Trigger conditions cannot detect incompleat buildings, but the actions can effect them.
Report, edit, etc...Posted by SA_Max71 on 2004-10-26 at 13:46:05
QUOTE((U)Bolt_Head @ Oct 25 2004, 08:25 PM)
LoL you should try reading the first post again.  Trigger conditions cannot detect incompleat buildings, but the actions can effect them.
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My understanding is a trigger won't activate unless all of the conditions are evaluated to be true.
Report, edit, etc...Posted by Kenoli on 2004-10-27 at 06:36:32
I thought there was a way to detect unfinished buildings... Never tried it though.
You need some way to prevent them from from starting 2 at once. If you cant use resources to do it ,and the player has multiple scvs... maybe use something besides supply depots.
Report, edit, etc...Posted by Lisk on 2004-10-27 at 08:06:50
maybe use probes and protoss buildings cuz they WILL be finished
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-27 at 09:21:53
Yes all the conditions need to be met for a trigger to fire.

The only way you can detect a building before it is compleat is by cheaking the resources instead. (thats how chystal cannons work) Besides PearS already said that he can't do that cause his resources have another use.

PearS IMed me thanks and said he figured it out. So issue is resolved topic is locked.
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