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Staredit Network -> UMS Assistance -> setting a limite
Report, edit, etc...Posted by Menehunes on 2004-11-02 at 12:46:28
ok in my map i am doing a dropship item thing that a friend told me. but how do i make it if the dropship is full how do i make it that they cant buy any more items?
o and there are 3 different items u can pick from
Report, edit, etc...Posted by Lisk on 2004-11-02 at 12:50:19
didnt realy get you but let me try...
current player brings at most 7 men to 'dropship location'?
you wouldnt be able to buy things if you had 8 men in it (full)
Report, edit, etc...Posted by Menehunes on 2004-11-02 at 12:54:06
ok.... i did not really get what you said but i think i got a idea of what u are saying
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-02 at 13:09:18
you got to make it 8 men (the drop ship counts as one)
Report, edit, etc...Posted by Urmom(U) on 2004-11-02 at 15:01:32
well wouldnt it be 9(1 dropship and 8 units in it). then maybe you could set a switch for when the player brings 9 units to the location and in the buying trigger add "switch is cleared". if you still dont understand ill put it in trigger format.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-02 at 16:24:24
But that could not work if you use units that are bigger. You'd have to use same size units, or do it for the combinations you could have. or have multiple dropships. All I can thiink of, sorry.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-02 at 16:45:17
So make a counter...
Every time the person buys an item, make it add 1-4 points depending on how many spaces this unit takes up...
Report, edit, etc...Posted by DevliN on 2004-11-02 at 17:28:21
I think it would just be easier to have them all be small-sized and then use urmom's method. Otherwise it is too time consuming to make a trigger for each combination of sizes in a dropship.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-02 at 17:30:31
QUOTE(DevliN @ Nov 2 2004, 05:28 PM)
I think it would just be easier to have them all be small-sized and then use urmom's method. Otherwise it is too time consuming to make a trigger for each combination of sizes in a dropship.
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It's not making EVERY combination of the unit sizes -_-;;

You just add on to the death counter every time you buy an item.

Example:
Buy 1 candy (size 1); Add 1 Death Count
Buy 1 house (size 4); Add 4 Death Count (=5 total)

Why dont you understand closedeyes.gif
Think Simple!
Report, edit, etc...Posted by DevliN on 2004-11-02 at 17:44:16
I do understand, it just seems simpler to keep them all as the same size.
Report, edit, etc...Posted by Menehunes on 2004-11-02 at 18:25:01
ok just to tell u they are all the same size. and if i have to use switches to do this i am in big trouble. i dont know how to use switches yet *says to self YOU ARE A PETHETIC MAP MAKER* and i want to use a method where i dont have to make more locations cause my map is going to take up alot. so if you know a method that does not require me to make more locations i would like to know it but if the only method requires me to make more locations let it be so.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-02 at 19:49:39
QUOTE(urmom @ Nov 2 2004, 03:01 PM)
well wouldnt it be 9(1 dropship and 8 units in it).  then maybe you could set a switch for when the player brings 9 units to the location and in the buying trigger add "switch is cleared".  if you still dont understand ill put it in trigger format.
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No it would be one less because if you had the max you DON'T want the trigger to run or it would try to put one extra unit in your drop ship.

QUOTE(Menehunes @ Nov 2 2004, 06:25 PM)
ok just to tell u they are all the same size. and if i have to use switches to do this i am in big trouble. i dont know how to use switches yet *says to self YOU ARE A PETHETIC MAP MAKER* and i want to use a method where i dont have to make more locations cause my map is going to take up alot. so if you know a method that does not require me to make more locations i would like to know it but if the only method requires me to make more locations let it be so.
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If you want to converve locations then you should use a coutner to keep track of how many units are in the drop ship. (like LegacyWeapon said)

To do that whenever you load a unit into the bunker add to the deathcounter. Then when you use the item or whatever subtact the death. For all your spells you would need the conditions "current player suffers at most 7 deaths of unit" in addition to the rest. (that is assumeing that item takes up 1 space in the drop ship).

Hope you understand smile.gif
Report, edit, etc...Posted by Menehunes on 2004-11-02 at 20:21:11
well you where rong i dont FULLY understand. the number one thing i dont undetstand is, what is a death counter?
Report, edit, etc...Posted by PearS on 2004-11-02 at 23:30:54
Death counts are almost as simple as switches. A player recieves a death count each time he suffers a death of a certain unit, but you can also add them without the player actually having to control and lose the unit. Now when you use death counts in this type of way, you need to use a unit that there is no possible way that the player can suffer a death of in the natural way....a critter is a perfect example. So what you would do is this:

'current player' brings one 'any unit' to 'purchase potion'
'current player' has suffered 'at most' '7' deaths of 'bengalas'
'current player' accumulates 'at least 20' minerals

set minerals for 'curent player' subtract 20 minerals
set deaths for 'current player' add '1' for 'bengalas'
create one 'potion' at 'inventory' for 'p1'
perserve trigger

now see how it added a death count? You would have an individual trigger for each item. A potion may take up one slot, and a fishing pole may take up 3. whatever. Now you notice that one of the conditions says that the player suffers at most seven deaths. This is present to make sure that the player can only buy enough items to fill eight slots. If his death counts are eight, then his inventory is full and he can not purchase anything until he sells/uses an item. It's pretty basic stuff that will become super easy in time =D
Report, edit, etc...Posted by FaZ- on 2004-11-02 at 23:56:44
He doesnt know how to use switches... so you give him death counters? As if those are easier to understand?

A simple way to do this would be to use a marine, firebat, ghost, and medic as the availible items. Give the player a supply depot (8 supply) and then dont give him a command center or any other supply depots. He will automatically not be able to build more then 8 units. (tada...?)
Report, edit, etc...Posted by Menehunes on 2004-11-03 at 00:10:49
well theres a problem with that FaZ- see medic, rine, ghost, and maybe bat are going to be used for other stuff.
ok i think i understand the death counter thing thow but i think i will never understand how to do switches which is sad dont u think? so thanks PearS for the info. i think it helped alot =D
*says to self i am such a pethetic map maker sad.gif*
Report, edit, etc...Posted by PearS on 2004-11-03 at 00:37:49
faz that is super dumb. Those are like really good units that you would just waste? And buying the items from a building would be lame imo.

Menehunes np about the info, but you need to understand swtiches too. They are super easy. Every switch has three options...set...clear...randomize. Each switch begins the map as 'clear' unless you tell it not to. Now using them is not hard at all. Say you control a marine and there is a tank next to you. You might want two options, 1.) try to get in the tank but it is out of gas 2.) You left the tank, found some gas, and have returned. To do this you could use a switch. Now since the switch starts as cleared you should just leave it alone and your trigger would belike this:

'current player' brings '1' 'marine' to 'get in tank'
'switch 1' is 'clear'

display text message for current player 'the tank has no gas...'


now have this:

'current player' brings '1' 'marine' to 'gas station'
'switch 1' is 'clear'

set 'switch 1'
display text message for current player 'gas obtained!'

and finally:

'current player' brings '1' 'marine' to 'get in tank'
'switch 1' is 'set'

display text message for current player 'entered tank'
remove one 'marine' for current player at 'get in tank'
give one 'tank' owned by 'computer' at 'get in tank' to 'current player'

it's THAT easy
Report, edit, etc...Posted by Menehunes on 2004-11-03 at 00:44:14
well i have never really needed to use switches. i always found a way around =D well with some help of course wink.gif
Report, edit, etc...Posted by PearS on 2004-11-03 at 01:51:37
So the above example helps none?

ADDITION: Here is an example of switches and and how to set up those leaderboards
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-03 at 13:04:22
QUOTE(Menehunes @ Nov 2 2004, 08:21 PM)
well you where rong i dont FULLY understand. the number one thing i dont undetstand is, what is a death counter?
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Ok i think i'll try my round at it. Death counters are most simply a stored number (a varable)
Think of it like you think of your minerals. You know how many defense maps have your minerals go up everytime you advance though the levels. This number is not just for show, it is actually used to determan what level your on. It is easyer to simply add one mineral than set up switches or any other way of doing it. Trigger conditions can easly relate to the amount of minerals you have using "accumulate". This is the same thing with death counters except it doesn't display publicly and you have much more 'counters' to work with.

QUOTE(Menehunes @ Nov 3 2004, 12:44 AM)
well i have never really needed to use switches. i always found a way around =D well with some help of course wink.gif
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Thats a good thing, technacly there is always a way around switches unless your talking about random events and even that is argued. But personaly i find it easyer to use a switch in many situations than to go out of my way to avoid using it. If you understand what the switches' action and condition are the rest is just finding uses for it, that comes only with practice.
Report, edit, etc...Posted by FaZ- on 2004-11-03 at 14:52:41
I tried to give him an easy alternative to using switches or death counters. If you are using normal units just make them heroes. (heroes don't take supply so it must be done this way). If that is a problem still you will need to use switches.
Report, edit, etc...Posted by Urmom(U) on 2004-11-03 at 15:00:58
death counters are the best idea once you learn them. if the units werent the same size and you wanted to use the death counter method would you just add more death counters? like if you loaded up a reaver you would add 4 death counters because it equals 4 squares of space in the dropship?
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