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Staredit Network -> UMS Assistance -> NEW!? - Supply limit?
Report, edit, etc...Posted by Drakiel on 2004-11-13 at 19:00:49
How would you limit player's max supply?
I want to make a UMS "Melee" map with limited supply.
I'm thinking 100, or 120 max supply.

I KNOW You can just:
-Player commands at least 15 overlords
---
-remove 1 overlord

But what about Hatcheries? They give 1 supply.
And Terran, Command Centers and Supply depots.
I can't just limit the amount of buildings because there is a HUGE combination of buildings to get in order to get 120 supply.

Help!
Report, edit, etc...Posted by Urmom(U) on 2004-11-13 at 19:04:01
idk if it could be done without "many" triggers. maybe you could like limit to one hatchery but that would be dumb because they could only produce 3 units. maybe do for the total amount of units like instead of limiting the suppliers limit the units they make.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-11-13 at 19:06:47
You can either kill their units or kill their buildings. Your choice. Either way stinks.
Report, edit, etc...Posted by NeoNightmareX on 2004-11-13 at 20:56:51
For Protoss, lets say, the max you want is 20 pylons

Players: Whoever is Protoss
--------------------------------
Conditions: Current Player commands exactly 21 pylons
-----------------------------------------------------------------
Actions: Kill 1 Pylon owned by current player at location Anywhere
----------------------------------------------------------------------------

For Zerg

Players: Whoever is zerg
-----------------------------
Conditions: Current Player commands exactly 21 Overlords
---------------------------------------------------------------------
Actions: Kill 1 overlord for current player at location Anywhere
------------------------------------------------------------------------

For Terran

Players: Whoever is Terran
--------------------------------
Conditions: Current Player Commands exactly 21 supply depots
--------------------------------------------------------------------------
Actions: Kill 1 supply depot for current player at location anywhere
-----------------------------------------------------------------------------

thats the easy/lazy way, but they can outsmart that way by making more nexuses, hatcheries, and comand centers, so i suggest you limit those also to like 5? whatever you pick
Report, edit, etc...Posted by Drakiel on 2004-11-13 at 21:22:52
There's too many combos Neo...
I said that in the first post.
It'd be at the MINIMUM a few hundred triggers, PER race.

There's gotta be a way to make it so the human player has more freedom so he can build a million supply depots, but only get 100 supply.... or something..

I dunno, any other input?
I know I know, there's no way to detect SUPPLY...
Just Buildings/Units.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-13 at 21:33:02
There aren't too many combos. I suggest just letting them have 1 main building and 10 depots or something. That would just be 2 triggers. I don't think you can detect supply, or lower the max.
Report, edit, etc...Posted by Drakiel on 2004-11-13 at 21:43:29
I guess that would work... I't just with 1 main base...
it's easy just to end the game fast...
Report, edit, etc...Posted by Buletbutter on 2004-11-13 at 21:47:18
Well for the zerg hatcheries could you give the extra hatcheries to player 12 and give the current player the larva? You may even have to say like if player 1 owns at least 2 hatcheries give 1 hatchery owned by player 1 to player 12 give all larve owned by player 12 to player 1 and then limit the number of overlords they can have.

Do the same for terrain and protoss. Just make sure that player 12 is nuetral and no other player has allied vision
Report, edit, etc...Posted by NeoNightmareX on 2004-11-13 at 21:47:54
QUOTE(Drakiel @ Nov 13 2004, 09:22 PM)
There's too many combos Neo...
I said that in the first post.
It'd be at the MINIMUM a few hundred triggers, PER race.

There's gotta be a way to make it so the human player has more freedom so he can build a million supply depots, but only get 100 supply.... or something..

I dunno, any other input?
I know I know, there's no way to detect SUPPLY...
Just Buildings/Units.
[right][snapback]98376[/snapback][/right]

i knew that, i am not a moron, those were just examples of what would work, i am aware that there would be a hundred or more for every race
Report, edit, etc...Posted by LegacyWeapon on 2004-11-13 at 22:02:35
How about counter...
Count the number of pylons built up, and subtract killed...?
Count number of Nexus's built up and subtract killed...?

Have a countdown timer constantly running for 30 seconds.

Trigger
Conditions:
¤ Countdown timer is exactly 0 seconds.
Actions:
¤ Set all players custom score to 0.


Trigger
Conditions:
¤ Current player commands at least 1 pylon.
Actions:
¤ Give 1 pylon owned by current player to comp.
¤ Set score for current player to add 7 custom.
¤ Preserve trigger.

Copy this for how ever max pylons could be allowed.

Trigger
Conditions:
¤ Current player commands exactly 0 pylon.
Actions:
¤ Give all pylon owned by comp to current player.
¤ Preserve trigger.


Then using that, count the Nexus's/ main buildings the hard way?
I thnk that would work.
Report, edit, etc...Posted by CheeZe on 2004-11-13 at 22:43:44
hhahaha, you people are fools. All you have to do is give them say, 50 hydralisks and there, they are limited to 150 supply. make sure the 50 hydralisks are invincible and can't be used happy.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-11-13 at 22:48:21
laugh.gif
Your right, thank you CheEze(U) for pointing out the simplest way to solve this problem.
Sometimes we are so stupid thinking of sophisticated answers for our problems.

Make a little island off your map and have it store a few units.

If you are using a Melee base map, then change the size with SF?
Report, edit, etc...Posted by EzDay281 on 2004-11-13 at 23:25:40
What is so hard about this?
I'm too lazy to bother thinking of a way to track correctly, but just use custom score.
If the player commands pylon, add 8 score, commands 2 pylon, add 16, and so on, do the same for Nexi, kill PYlon or NExus if player is above 100 custom score...

Fools.
Report, edit, etc...Posted by KiLLeR2001 on 2004-11-14 at 00:30:47
Here's my go at it...

These triggers are to tell how many Pylons you have...


Trigger
Conditions:
¤ Current Player Commands Exactly 1 Pylon
¤ Current Player Suffers Exactly '0' Deaths of "UnusedUnit"
Actions:
¤ Set death count for current player set to '1' for "UnusedUnit"
¤ Set custom score amount to add '8'
¤ Preserve Trigger


Trigger
Conditions:
¤ Current Player Commands Exactly 2 Pylon
¤ Current Player Suffers Exactly '1' Deaths of "UnusedUnit"
Actions:
¤ Set death count for current player set to '2' for "UnusedUnit"
¤ Set custom score amount to add '8'
¤ Preserve Trigger


Trigger
Conditions:
¤ Current Player Commands Exactly 1 Nexus
¤ Current Player Suffers Exactly '0' Deaths of "UnusedUnit2"
Actions:
¤ Set death count for current player set to '1' for "UnusedUnit2"
¤ Set custom score amount to add '10'
¤ Preserve Trigger


Trigger
Conditions:
¤ Current Player Commands Exactly 2 Nexus
¤ Current Player Suffers Exactly '1' Deaths of "UnusedUnit2"
Actions:
¤ Set death count for current player set to '2' for "UnusedUnit2"
¤ Set custom score amount to add '10'
¤ Preserve Trigger


Etc etc, to however many you want.

Now to handle when you lose a supply...

Trigger
Conditions:
¤ Current Player Suffers At least '1' death of Pylon
Actions:
¤ Set custom score amount to subtract '8'
¤ Set death count for current player subtract '1' of Pylon
¤ Set death count for current player subtract '1' to "UnusedUnit"
¤ Preserve Trigger


Trigger
Conditions:
¤ Current Player Suffers At least '1' death of Nexus
Actions:
¤ Set custom score amount to subtract '10'
¤ Set death count for current player subtract '1' of Nexus
¤ Set death count for current player subtract '1' to "UnusedUnit2"
¤ Preserve Trigger


Now to tell if the user has gone over the max of '100' supply.

Trigger
Conditions:
¤ Current Player score is at least 101
¤ Current Player suffers exactly '0' deaths of Pylon
Actions:
¤ Set death count for current player add '1' to Pylon
¤ Remove 1 Pylon for Current Player
¤ Display Text "Blah blah, a pylon has been removed."
¤ Preserve Trigger


Of course this method has its flaws... You'll still have to make a limit to how many pylons / nexuses they can build according to your limit max. And when they get over 100 supply, it'll delete a pylon even if they just built a nexus. Meh, too tired to think of a way around this. Do what you can with the above triggers.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-14 at 00:34:37
QUOTE(CheeZe(U) @ Nov 13 2004, 10:43 PM)
hhahaha, you people are fools. All you have to do is give them say, 50 hydralisks and there, they are limited to 150 supply. make sure the 50 hydralisks are invincible and can't be used happy.gif
[right][snapback]98414[/snapback][/right]

Oh wait, I just thought of something. If you are over your limit, you can't go any higher until you have enough supplies. So I guess you should use my method tongue.gif

And Killer, what if the person loses a pylon then gains one again tongue.gif
Report, edit, etc...Posted by CheeZe on 2004-11-14 at 00:37:34
heheh, wrong again, simply add the required amount at the beginning. pylon gives 8, the closes would then be 48 with 6 pylons. 6 pylons + 24 zealots = 48 used supply that you can build off of.
Report, edit, etc...Posted by Drakiel on 2004-11-14 at 03:16:57
QUOTE(LegacyWeapon @ Nov 14 2004, 03:02 AM)
How about counter...
Count the number of pylons built up, and subtract killed...?
Count number of Nexus's built up and subtract killed...?







Trigger
Conditions:
¤ Current player commands at least 1 pylon.
Actions:
¤ Give 1 pylon owned by current player to comp.
¤ Set score for current player to add 7 custom.
¤ Preserve trigger.

Copy this for how ever max pylons could be allowed.







Trigger
Conditions:
¤ Current player commands exactly 0 pylon.
Actions:
¤ Give all pylon owned by comp to current player.
¤ Preserve trigger.


Then using that, count the Nexus's/ main buildings the hard way?
I thnk that would work.
[right][snapback]98396[/snapback][/right]


FREAKIN AWESOME Legacy! Well, modified:

Is there anyway to say "A NEW PYLON IS BUILT"
Other than "Commands 1" "Commands 2" "Commands 3" etc...

Nevermind... With the custom score in mind I'm sure I can think of something.
Thanks for the input! I'll be on it!

ADDITION: There's GOTTA be a way to detect when a NEW Pylon is built...
I can't htink of a way to preserve the trigger.

Cond:
Commands 1 pylon

Action:
Add 8 custom
Preserve trigger?
---Umm no....
__________________________

Cond:
Commands 1 pylon
Switch "1pylon" is clear

Action:
Add 8 custom
Set switch "1pylon"
Preserve


Cond:
Commands 2 pylon
Switch "2pylon" is clear

Action:
Add 8 custom
Clear switch "1pylon"
Set switch "2pylon"


That might work.... maybe... But still a TON of work...
That's 15 trigs for pylons only, 1 out of 8 players...
120 trigs for all protoss pylons only....
Still would need to do Nexus, Hatcheries, Overlords, Command Centers, Supply Depots
Report, edit, etc...Posted by .Coko[CK] on 2004-11-14 at 07:36:10
Actually, he has the right idea, but it isn't Preserve Trigger as an Add, because you'd just keep adding onto it.

Just have one for the max for pylons, for the supply limit and repeat for other minor add ones, Plyon would be 8 custom, and Nexus 10. Repeat for others, its a lot of triggers, but simple process.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-11-14 at 08:17:07
I like the idea of storing units off to the side of the map. Except... then the player wouldn't be able to build units at all at the start. So maybe create them in the corner as soon as the player goes over 120 supply.
Report, edit, etc...Posted by CheeZe on 2004-11-14 at 09:18:21
Salacious, you completely missed by 2nd post. Think about it. Your goal is to get 150 supply instead of 200.

So basically, you want to have something like 50/9. You say you can't build units from this, however, if you simply add the correct number of pylons and nexus (command center or overlords/hatcheries), then the supply limit will also jump. So then, you would have 50/50. There, your supply is limited to 150. Anything you build now will help only past 50.
Report, edit, etc...Posted by KiLLeR2001 on 2004-11-14 at 11:02:21
QUOTE(LegacyWeapon @ Nov 14 2004, 12:34 AM)
And Killer, what if the person loses a pylon then gains one again tongue.gif

Did you skip over these 2 triggers?


QUOTE(KiLLeR2001)
Now to handle when you lose a supply...







Trigger
Conditions:
¤ Current Player Suffers At least '1' death of Pylon
Actions:
¤ Set custom score amount to subtract '8'
¤ Set death count for current player subtract '1' of Pylon
¤ Set death count for current player subtract '1' to "UnusedUnit"
¤ Preserve Trigger








Trigger
Conditions:
¤ Current Player Suffers At least '1' death of Nexus
Actions:
¤ Set custom score amount to subtract '10'
¤ Set death count for current player subtract '1' of Nexus
¤ Set death count for current player subtract '1' to "UnusedUnit2"
¤ Preserve Trigger



When the player suffers a death from a pylon or nexus, it'll subtract the supply amount from the custom score, subtract the supply unit death so it can do it again the next time a player suffers a death, and then subtracts another death for the UnusedUnit that serves as a counter to how many Pylons/Nexuses the player has.
Report, edit, etc...Posted by PeaceMetroid on 2004-11-14 at 13:19:36
Is it possible to make it over 200? That would be plenty helpful for like Lurker D maps that I or someone else I know would make. It would help out alot if you could make over 100 Lurkers (each one costs 2 supply).
Report, edit, etc...Posted by Drakiel on 2004-11-14 at 13:31:05
I don't think it is, Peacemetroid.
I DO Know that in "Team Melee/Team FFA" Maps you get 200supply per human. All controlling the same race.

I think I'll use a mix of Killer and Legacy's ideas...
Do death counts work on buildings, or is it only units? (Buildings = razings?)

Cheeze, no offence, your idea works, and it's simplistic, but I'm gonna use Big Game Hunters (heavy favorite).
And no room to add units, not to mention it looks VERY un professional.
Not to mention it's melee, so dropships can pick up those units on the side.
Well you can prevent that, but you get the idea...
I don't like Unprofessional maps.

Thanks for the input, add more if need be, or found a precise trigger. I'm off and on this weekend.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-14 at 13:49:50
PeaceMetroid

The only possible way would be if you could create the units through triggers, and therefore have a way of "buying" the other lurkers, which would require a location for something to move onto and the cash to buy them, and a location to create them at.

Or just be ultra cool and replace all overlords with Lurkers at a location. That is the best way.
Report, edit, etc...Posted by PeaceMetroid on 2004-11-14 at 13:58:51
Alright, thanks anyway. I might be able to fit it in. Thanks, but just another question, if I was to do that, Coko, would it actually make a limit? For example, I made Lurkers through triggers, could I go to 300, and 400 etc?
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