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Staredit Network -> UMS Assistance -> Altered Melee
Report, edit, etc...Posted by PearS on 2004-12-12 at 16:03:27
I'm making an altered melee map where instead of zerg having overlords as food, they must construct creep colonies which create an overlord off screen. Now the player may also transform the creep into a sunken colony and it will still give food. Now I am having problems with keeping track of how many of each they have. I could easily do lots of triggers with every possitility ( 1 sunken,1 creep---1 sunken,2 creep---etc) But I would rather have some sort of system. I have try LOTS of ways and they always seem to conflict.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-12 at 16:11:28
You can just have it so there is one overlord for each of those buildings. However, you'd need to do it for each combination unless those are the only buildings you get. Won't this mean you can't transport units though?
Report, edit, etc...Posted by BeeR_KeG on 2004-12-12 at 16:15:48
Just make it based of the creep colonies since sunkens and spores need the creep colony to mutate.

Make a leaderboard based on how many creep colonies a player has. When a creep colony is built, make an overlord and then set it to 0.

Now for deaths.

Now make another leaderboard based on deaths or all 3 colonies. When one dies, you kill an overlord and set it to zero.

One more thing: Will players still be able to normally build and use overlords?
Report, edit, etc...Posted by Drakiel on 2004-12-12 at 16:20:03
Use CUSTOM SCORE.

__________________________________
Current player commands exactly 1 creep
switch (or death count) is clear
-
add 1 custom score
set switch (or death count)
______________________________________
current player suffers at least 1 death of creep
-
subtract custom score
subtract 1 death for current player of creep
_______________________________________
current player custom score = 1
current player commands at most 0 overlords
-
create 1 overlord at location
________________________________________
current player custom score = 0
current player commands at least 1 overlord
-
kill 1 overlord at location
________________________________________

Rather, use death counts as switches.... you get the IDEA...

You'll have to alter that idea a lot, but just as a starting idea... think about it.
Report, edit, etc...Posted by PearS on 2004-12-12 at 16:20:38
Wouldn't work because when the creep colony turns into the sunken...their count would drop and they would lose a overlord. I need sunkens to count as well and so far I haven't found a way to get them to not interfere with each other. I tried have three sets of death counts (one for creeps, one for sunkens, and one that is created from the previous two's numbers) but it still seemed to conflict. Thats the closest i got it to working.


QUOTE
You can just have it so there is one overlord for each of those buildings. However, you'd need to do it for each combination unless those are the only buildings you get. Won't this mean you can't transport units though?


I am trying to avoid doing all those lame triggers for combonations. And there are alternte means of transportation.
Report, edit, etc...Posted by Drakiel on 2004-12-12 at 16:23:31
You shouldn't need three sets, just using custom score... creation...and deaths of sunkens/spore/creeps should work.

suffers 1 death of suken/spore/creep
-
subtract 1 custom score
Report, edit, etc...Posted by PearS on 2004-12-12 at 16:27:14
That won't work dude. First of all custom score is being used so i'm using deathcounts but thats no big deal. But lets say they have one creep. The trigger would have to be something like (brings exactly 1 creep to anywhere, suffers 0 deaths of critter----add one count for critter). Now what if they turn that creep into a sunken. They still have the count and they have zero creeps so the next time they make a creep it wont add another count.
Report, edit, etc...Posted by Drakiel on 2004-12-12 at 16:33:51
Yup then, it's a butt load of work. You can still use the "score" idea. But you WILL have to do combinations, no way out of it.
Report, edit, etc...Posted by PearS on 2004-12-12 at 16:41:07
OH I know i'll have do some combonation work but nothing like 1,1-1,2-1,3-1,4-1,5,1-6....thats a no go =p
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-12-12 at 17:39:14
Did you ever think maybe the game is balanced so that zerg have to use Overlords, and that changing the system would destroy that balance?
Report, edit, etc...Posted by PearS on 2004-12-12 at 17:51:03
It will be fine. You can build ovies from start...you can build creeps from start. I have a really good balancer helping me with this project so no worries.
Report, edit, etc...Posted by LegacyWeapon on 2004-12-12 at 19:53:14
Have a countdown timer constantly running for 30 seconds.

Trigger
Conditions:
¤ Countdown timer is exactly 0 seconds.
Actions:
¤ Set all players counter to 0.
¤ Preserve trigger.


Trigger
Conditions:
¤ Current player commands at least 1 creep colony.
Actions:
¤ Give 1 creep colony owned by current player to comp.
¤ Set deaths for current player to add 1 to unused unit.
¤ Preserve trigger.

Copy this for how ever creep colonies could be allowed.

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

And do the same triggers for all the other variations tongue.gif
Report, edit, etc...Posted by PearS on 2004-12-12 at 20:23:48
That has nothing to do with this. And even if it did, my map is eight players so to do your method I would be force to use p12 and how would it tell whos are whos?
Report, edit, etc...Posted by PearS on 2004-12-12 at 23:30:46
Bolt helped me with this so I guess you can lock it or whatever.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-13 at 12:55:51
I know when you messaged me, i basicly said you can't do it. But let me suggest one way to make things a little simpler.

The IDEAL way would be to detect the building of creep colonies (and the destruction). Well although it is possable I gathered from my discussion with you that it requires changes to your map that your not willing to make.

Anyways I'm proboly too late to get you before you start making combinations. But you shouldn't make triggers for the combinations at all. What you should do is seperate the creep colonies and the sunken colonies and determan how many of each of them there are. Then add that to a total score and use that score to manage the amount of overlords you have.

So it would be something like this
Trigger
Players:
¤ Force 1
Conditions:
¤ Current player commands exactly 1 creep colony
Actions:
¤ Set Custom Score for current player to 1
¤ Preserve Trigger

You would then repeat this trigger many times for as many creep colonties you think a player might have.

Then make another group of triggers like this.
Trigger
Players:
¤ Force 1
Conditions:
¤ Current player commands exactly 1 Sunken Colony
Actions:
¤ Add 1 custom score for current player.
¤ Preserve trigger

So the first set would run, and determan how many creep colonies you have then the second set would determan the amount of sunkens and add that value to it.

Lastly you need an overloard balance system. There are a few ways you could do this. Like you could remove them one all while subtracting score simontainously and when there is 0 of one or the other then you know how many there are and witch value if ither is higher. The other method is more of a combination method but not as bad as what you were doing.
I'll demonstate that combination method
Trigger
Players:
¤ Force 1
Conditions:
¤ Current player Custom score is exactly 5
¤ Current player commands at at most 4 overlords.
Actions:
¤ Create one overlord for current player at 'overlord storage'
¤ Preserve Trigger.

and the reverse of that
Trigger
Players:
¤ Force 1
Conditions:
¤ Current player Custom score is exactly 5
¤ Current player commands at least 6overlords.
Actions:
¤ Remove one overlord for current player at 'overlord storage'
¤ Preserve Trigger.

You would then repeat those two triggers for every value of customscore (amount of creep + sunken colonies).
This set of triggers would equalize your overlords so there the same value as your custom counter.

Lastly you don't have to worry about setting the counter to 0 again or anything since the first set of trigger uses "set". So it won't continually increase, just make sure you have a trigger for 0 creep colonies as well.

I would lock this topic like requested but i think I kinda reopened it for conversation.
Report, edit, etc...Posted by PearS on 2004-12-13 at 21:23:02
Wouldn't the SET conflict with ADD? Well I guess I could use death counts to make it all happen in sequence. Or if the triggers were in the correct order in the map would they already go in order?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-13 at 22:21:14
Yeah thats the point, You put the SET triggers before the ADD triggers.

First the Set triggers run and it is set to a value, next the add trigger runs and adds to that. Lastly the balance trigger will run and change the amount of overlord +/- 1 if needed. When the triggers run again you still have a custom score but it resets it to whatever the new amount of creep colonies is and once again adds the sunkens and so on.

As long as you keep the triggers in order it will work just fine. If your paranoid about it you can use Add for both of them and make a extra trigger to set it to 0 at the start of each round. (just make sure you don't use any waits within those triggers)
Report, edit, etc...Posted by PearS on 2004-12-13 at 22:38:41
Man I feel SO stupid. I thought of a similar method and I didn't think it would work because of sets and adds. Thanks again bolt =D !

Oh and ya I hadn't started doing the combonations yet because I was going to start them tonight.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-13 at 23:04:29
I deleted It so no1 else will know +,-
Report, edit, etc...Posted by PearS on 2004-12-13 at 23:19:23
Thanks for telling everyone... O_o
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