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Staredit Network -> UMS Assistance -> Need Help with an Innovative Idea
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-03 at 13:07:54
Hey there...I'm making a map to where you need to control beacons for money. Well...it begins with one territory, you know...humble beginnings. What I would like to do is some how allow the players, when the game begins, to name their Empire. As in they can type the exact name of the empire they would like to be called for the remainder of the game. Any one have any ideas?
Report, edit, etc...Posted by BeeR_KeG on 2004-11-03 at 13:32:46
To control beacons for money use this trigger:


null
Trigger
Players:
¤ Player X
Conditions:
¤ Current players brings at least 1 men to location "Beacon"
¤ Current player has at least X amount of minerals
Actions:
¤ Subtract X minerals to Current Player
¤ Give Beacon owned by player X at "Beacon" to Current Player
¤ Any other actions
¤ Preserve Trigger



And no you cannot name your empire with a specific name during the game unless you make an alphabet system with locations and lots of switches or death counters wich would be a waste of triggers/switches/counters/locations.

EDIT: Spelling and Trigger(I did it backwards)
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-03 at 13:38:53
You can't have a display text message contain varables. So unless you want to make a trigger for every possable combination (you can't) then you would have to display the name of the city
V
e
r
t
i
c
a
l
l
y
And you can only display 11 lines at a time so any town names over 11 letters are screwed. (lol unless you want scrolling vertical text w00t)
Report, edit, etc...Posted by KlowN. on 2004-11-03 at 15:10:09
naming the empire is stupid.. but u could letter a whole bunch on random guys and if a player brings it to a certain one, a for example, the selecter and a will die and in the corner A made out of units could appear.. for the next letter when the civ dies set a switch then when switch is set create civ and stuff but its kind of pointless
Report, edit, etc...Posted by Paella on 2004-11-03 at 15:15:50
I wish Starcraft were more versatile in that sense.
Report, edit, etc...Posted by FaZ- on 2004-11-03 at 15:17:28
Yeah you could always have switches to write it out with stationary neutral units. That would work well if you have the space, though i really don't see the point. People would just name their cities swear words anyway and think that they look cool. maybe ban anyone that spells F-u-*-* or S*h-*-*, to punish insignificant little bastards.
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-03 at 21:23:42
Ah well. It was worth a try, right? Anyway, I'll probably do something like where the player brings some unit to a particular beacon, and it just gives you some cool empire name that I came up with. If not, do you guys know how I could give each guy random empire names from a list of names? I think that would add a nice twist to the beginning of the game.

Anyway, thanks for at least answering...
Report, edit, etc...Posted by FaZ- on 2004-11-04 at 16:09:14
Randomize switches. Pick a power of 2 as a number of names (1, 2, 4, 8, 16, 32, 64, etc.) and randomize that number of switches. When the switches are in a certain way, (set cleared cleared set set - for example) then name town "Allasey"
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-04 at 22:39:27
biggrin.gif Ok...thanks! I think I got it now. I'll start that on my map, thanks again.
Report, edit, etc...Posted by MillenniumArmy on 2004-11-04 at 22:53:37
Well, if u really want to incorporate the "naming of the empires" into the map, then you should make a list of empire names and let each person be able to choose one. Then whenever things happen to your empire and/or when a text about your empire will be displayed, it will post your empire name on it.
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-05 at 09:55:46
That's not a bad idea. But is there a way to incorporate the name into a trigger? In other words:

If I made it where you could choose your empire's name, and then I made a trigger to where it would display- "the chosen empire name" has been destroyed.
How do I make it where it will automatically insert the empire name chosen by the player? Or is it even possible...?
Report, edit, etc...Posted by .Coko[CK] on 2004-11-05 at 10:53:27
If you've got a pre-determinded idea of the possible choices for Empires, create a trigger like this first off; which i call Functions...

All Players
Conditions;
Current Player suffers Death of Exactly 1 (EmpireName)
Current Player suffers Death of Exactly 1 (BringUpEmpireName)
Actions;
Set Death for to 0 for (BringUpEmpireName) for CurrentPlayer
DisplayText "Empire Name"
Preserve Trigger


Then when you want to call in the name like they are defeated you do this;

All Players(OrWhatever)
Conditions;
Current Player [IS DEAD] {IE: Insert your Death Conditions}
Current Player suffers Death of Exactly 1 (EmpireName)
Actions;
DisplayText "SOMETHING POETIC ABOUT THEIR DEATH"
Set Death for to 1 for (BringUpEmpireName) for CurrentPlayer
[happy.gif; this will bring up this function and show it just underneath your previous statement, don't make this statement use the 11 text lines else it doesn't work]

Your need to repeat both sets for each EmpireChoice.
Report, edit, etc...Posted by Thels on 2004-11-05 at 13:45:29
Basically, you can't insert the empire name into a trigger, but make a new trigger for each empire.

I'd personally come up with one name per player and randomize the players in the force settings, but then, I'm lazy.
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-05 at 15:55:45
Thanks, I'll try it. I'll tell you if I need help with it...if thats ok.
Report, edit, etc...Posted by PCFredZ on 2004-11-05 at 16:17:17
Go with Coko's idea, it'll save you the trigger work, and is practically flawless. I just recommend adding an Enter after "Empire Name" for formatting.
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-05 at 21:15:52
Ok...since you guys have, so far, solved every problem of mine, I got another question for you. However, I have a feeling no one will be able to help me. But still...there's nothing wrong with trying it.

Every time I download SCXE and then try to install it, this message pops up:

"C:\DOCUME~1\test\LOCALS~\Temp\SETUP.MSG is missing"

helpsmilie.gif Please Help crazy.gif
Report, edit, etc...Posted by PCFredZ on 2004-11-05 at 22:11:20
Try saving the setup to a different directory, or downloading from a different site.
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-06 at 14:36:11
Ah...I see. Gracious...I finally got it fixed. My map is basically done, I'm just kind of adding a few "last finishing touches" here and there. But I do have one last question (hopefully). If you've guys have played WW2 maps before, or any map similar, you can see the whole map with fog of war obviously. But when I test my map it's all black, you have no damn clue where in the hell you are. So, I know how to allow the map to be seen (with fog of war of course) but it takes forever using the little "brush" to take away the "blackness". Is there a faster way to do it?
Report, edit, etc...Posted by PCFredZ on 2004-11-06 at 15:31:12
Starforge has a nifty feature that creates Map Revealers all over the map for players of your choice. Just use it and add a trigger at the beginning of the game, Remove Units (not "Remove Units at Location"), to remove all the Map Revealers for those players.
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-06 at 20:33:54
I hate to do this, but I have another friggon problem. I have it where you need to build near beacons to get money every time the timer runs out. However, it seems to give me more money from each beacon then it was supposed to.

Conditions:

Current Player Brings 1 Building to "X"
Foes Bring 0...
Allies Bring 0...
"Money" is set

Actins:

Add 350 Ore
Preserve Trigger

Then...later, after all of the locations are finished, I made a clear-switch trigger. You guys know what I might be doing wrong? It almost seems to be doubling 350.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-06 at 20:35:51
Please list the exact trigger. I think I need more details to help you.

How fast is the clear switch trigger after it is set?
Report, edit, etc...Posted by Kow on 2004-11-06 at 21:21:22
Trigger
Conditions:
¤ CountDown Timer reaches time
¤ Player X Brings at least 1 BUILDING to LOCATION
Actions:
¤ Give Money
¤ Other Actions, maybe like reseting the timer or somthing
¤ Wait (so it doesnt skyrocket, if you dont change timer)
¤ preserve trigger
Report, edit, etc...Posted by Thels on 2004-11-07 at 00:11:34
Another cruder option, but it should work fine without hypertriggers is to give the money at 1 second remaining.
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-07 at 12:41:07
I did...basically I made it where when the timer hit one second I made a switch that triggered the money giving and all. I tested it again, and found that it's doubling it for some reason. I put 150 ore, and it gives me 300. Although I could work with this by just making it half of what I really want, it's still a bit odd. You guys maybe know what's going on? (After the I do all of the locations I do clear the switch with another trigger immediately after all of the location triggers are finished)

Conditions:

Timer is at most 1 second

Actions:

Set "Money"

(Different Trigger)

Conditions:
Current player brings at least 1 building to X
Foes Bring exactly 0
Allies Bring exactly 0
"Money" is set

Action:

Give 300 ore to current player
Preserve Trigger
Report, edit, etc...Posted by Thels on 2004-11-07 at 13:06:55
Well, it's activating twice. The conditions aren't cleared fast enough.

Do you use hypertriggers on your map?

You might want to set a switch and check for that switch to be cleared as well, though that makes it a little harder if it activates for multiple people. Use the death score of some unit instead.
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