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Staredit Network -> UMS Assistance -> need help with my map
Report, edit, etc...Posted by The Newbie Map Maker on 2004-12-29 at 19:25:37
Hi I'm the newbie map maker who just signed on today. I need help with my map Neon Genesis Evangelion that I started a few days ago. I decided to follow along the storyline of the series which i knew staredit could do. It's coming along great but i need some help.
1) How do you make it so that the colors don't keep changing every game? Ex: The first time i tested my map, player 1 was white, then the second game player 1 was yellow, then the third time player 1 was orange.
2) How do you set the trigger so that three non-allied forces become allied?
3) How do you get rid of doors that you don't want but it's too late to undo them?
4) Which AI Script do you need to activate in order to make the computer ally make marines, tanks, vultures, goliaths, ect.?
5) Which Starcraft Xtra Editor version would i need to use? Classic, p-12, base, alternative, or special?
Thank you for you time and please someone help me!
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-29 at 19:48:12
1) uncheck the "random start location" in the forces menu

2) you use the set alliance trigger

3) you click on them and press delete.

4) use the trigger "run ai script" and pick the one that seems most fitting

5) special can stack units and others are pretty much the same.


Heres a list of what each trigger does. click
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-29 at 22:31:37
3) You can ither open the map In SCM Draft or Starforge and delete it from there. If you don't want to do that then you can delete it in X-tra by doing this.

-Select the same door as if your going to place it.
-Line up the door your going to place on top of the one you want to delete (the little green box should turn red to indicate that you cant place it)
-Right click to cancil placing the door then left click to select the door.
-Press delete on the keyboard.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-30 at 11:26:41
And if you placed it as a doodad, go the doodad layer, hi-light it, and delete it.
Report, edit, etc...Posted by regimentaL on 2004-12-30 at 12:34:12
NOTE TO ADMINS: I'm really sorry this post is so huge but im just trying to help out a fellow map maker.
QUOTE(The Newbie Map Maker @ Dec 29 2004, 08:25 PM)
1) How do you make it so that the colors don't keep changing every game? Ex: The first time i tested my map, player 1 was white, then the second game player 1 was yellow, then the third time player 1 was orange.
2) How do you set the trigger so that three non-allied forces become allied?
3) How do you get rid of doors that you don't want but it's too late to undo them?
4) Which AI Script do you need to activate in order to make the computer ally make marines, tanks, vultures, goliaths, ect.?
5) Which Starcraft Xtra Editor version would i need to use? Classic, p-12, base, alternative, or special?
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1) Scenario>Forces>Random Start Location (Unchecked in every active force)
2)

Trigger
Description:
To Ally Non-Allied Forces
Players:
¤ Force 1
¤ Force 2
¤ Force 3
Conditions:
¤ Always.
Actions:
¤ Set Force 1 to Ally.
¤ Set Force 2 to Ally.
¤ Set Force 3 to Ally.
¤ Comment 'Alliance.'

3) The easiest way to remove these doors is with a trigger. Pretend its just a Right Pit Door (i think that's what they're called), Put a location on top if it and label it 'G'bye Door' Your trigger should look like:
Trigger
Players:
¤ All Players
Conditions:
¤ Always.
Actions:
¤ Remove all 'Right Pit Door for All Players at 'G'bye Door.'

4) Just put any AI script that will activate the computer's intelligence. Then give it efficient minerals for the construction.
5) I have 2 suggestions for you on this one: Starcraft X-tra Editor v2.5>Special Mode and Stacraft X-tra Editor v2.5>Classic Mode. They're both just as good as the next and be sure you use v2.5 and NOT 2.6, it sucks.
Report, edit, etc...Posted by The Newbie Map Maker on 2004-12-30 at 13:10:23
Thanks guys but i have a response to some of the stuff u guys said.
1) I really can't select doors for some damn reason but i'll give it a try
2) I tried that set alliance thingy but why doesn't it work? do i need to specify the forces the computer and the players need to ally?
that's about it so far, thanks for your help i'll be around

ADDITION:
Well thanks guys i fixed my door problem but it's kinda too late about not using 2.6, it's working great why shouldn't i use it? i'm just a newbie map maker hence my name
Report, edit, etc...Posted by Urmom(U) on 2004-12-30 at 18:28:44
hmm for that alliance problem, try making the trigger owned by the players in the forces that you want to all. then have a trigger saying:


null
Trigger
Conditions:
¤ Always
Actions:
¤ Set Alliance Status: Set Current Player to Ally
¤ Preserve Trigger


i think the current player should fix that problem
Report, edit, etc...Posted by The Newbie Map Maker on 2004-12-30 at 20:08:19
Thank you for all your help people! I've gotten the alliance problem fixed, the gate problem fixed, and the color problem fixed. I've made excellent progress. If I need help with my map or any other maps i'm working on i'll know who to turn to. I'll be glad to answer any questions about my map if you have any. Thank you again!
Report, edit, etc...Posted by Coop on 2004-12-30 at 20:13:39
Selecting the doors are a pain. You have to click them right in the middle and you won't even know you've selected it unless you look at the bottom task bar thing where it names the unit you have selected.
Report, edit, etc...Posted by Oni-Sei on 2004-12-30 at 20:19:12
um can i point something out?

Asuka-Red
Ikari- any
Rei- Blue

and dont forget to make the story stick out like it should every Evangelion map i have played sucks except fro the one with the comps are the Angels

the terrain should stick out like Tokyo 3

also make it so its like the anime have them show up 1 by 1

Rei
Shinji
Asuka
then the others

it makes it seem so much cooler and while its just Rei and Shinji make it so the others can build defences for Nerv

those are my pointers that you can take into hand if you like im a Eva Fan and thats all i wanted to point out for now

anyway sorry i got here to late to help you with the triggers and such but maby if yew need something else like help with the story i could help or not tongue.gif
Report, edit, etc...Posted by The Newbie Map Maker on 2005-01-05 at 19:22:25
Hi Every1 i'm back again with some more questions
1) How do you make it so that the computer ally visions the three players cause it only shows vision to orange?
2) What should I use for the 22 layers of wall?
And to acknowledge the eva fan here i have already planned such a thing. I intend not to ruin eva's name but rather improve it due to the image the other maps have made it. Over and out peeps

ADDITION:
I do read you oni-sen buti don't agree with every1 being able to build defense other than NERV.
1) Most ppl can't funtion as a team and are forced to destroy some of the defense built
2) Say someone builds defense ALL OVER the map. The moment they bs, it's all over for NERV.
On the other hand however NERV itself could bs so i'll have to do some thinking about that. Btw i'm making it so that asuka can't use the elevator system until after th 6th angel is dead. I'm not sure if i can make it so that Rei doesn't help fight against angels it really doesn't fight but i'll have to make it like that. On certain solo missions angel's aren't gods, some of them the eva's can go 1v1 with.
Over and out

Addition: What ya think of my sig peeps?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-05 at 19:43:04
Shared vision works like this:

I like to think of the trigger instead as "get vision" anotherwords if you want player 1 to see player 5 then Player 1 needs to own a trigger that shares vision with player 5. Most people get this backwards.




The 22 layers of the geofront right? Whatever you use the same thing for each layer. But it depends on your personal taste, and its purpose. If you were defending it you would probably use something different than if you weren't and it was just used for display.

Anyways in regards to your addition, I think all your logic is wrong and will only lead you to making a crappy map. You shouldn't make maps for the public game retards, if it requires you to make sacrifices on the account of their stupidity. Try to make a good map for yourself and your friends to play, not for fame or for anyone else.
Report, edit, etc...Posted by The Newbie Map Maker on 2005-01-07 at 17:51:43
I'm taking up the suggestions and seeing how i can make them work pretty good, i've got lots of help behind me not just from here. i'll make this work.
Report, edit, etc...Posted by The Newbie Map Maker on 2005-01-09 at 20:12:36
Umm yea i need more help here guys:
1) How do you change colors so that brown=black and whatnot?
2) The allied computer still isn't visioning the players
Report, edit, etc...Posted by chuiu on 2005-01-09 at 20:16:17
To change colors you can use an Editor like StarForge. It would be under Scnenario > Players. And there will be a color box where you can enter a number from 0 to 255 as a player color. 0-12 being the most common, the ones actually used in Starcraft in melee, etc.

To give players vision of a computer, you need to set up a trigger for the players and run the ai script "Turn on Vision for Player #". The # is the computer's player number.
Report, edit, etc...Posted by The Newbie Map Maker on 2005-01-17 at 15:24:13
HI everyone, i'm back again. Things are going really well except for a few things.
1) How do you make a location follow a unit constantly. (this is for the weapons to follow the evas)
2) Do i use preserve trigger in order for the trigger to move units from one location to another?
3) Why does a zealot's base dmg double? Ex. I make it 500 in editor, it shows up 1000 in the game.
4) How do you get rid of unwanted doodads without using undo?
Report, edit, etc...Posted by chuiu on 2005-01-17 at 18:22:18
Your questions are very basic.

You can find solutions to the first two by going to the tutorials database.

http://www.staredit.net/index.php?act=tuto...igger%20Actions

Zealots attack twice (a blade on each arm) so their damage is doubled. Firebats, Goliaths ground to air attack, and scouts air to air are also doubled.

You delete them.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-18 at 00:55:03
QUOTE(The Newbie Map Maker @ Jan 17 2005, 02:24 PM)
HI everyone, i'm back again. Things are going really well except for a few things.
1) How do you make a location follow a unit constantly. (this is for the weapons to follow the evas)
2) Do i use preserve trigger in order for the trigger to move units from one location to another?
3) Why does a zealot's base dmg double? Ex. I make it 500 in editor, it shows up 1000 in the game.
4) How do you get rid of unwanted doodads without using undo?
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Mmm don't know why the topic was locked.

Anyways
1) You will need to use the trigger 'Move Location' make sure you include Preserve Trigger in your trigger.
2) Preserve trigger is a action added to a trigger that allows it to fire more than once. Thats all it does, but is very important for many triggers.
3. Because he has 2 arms (lol sounds stupid but thats the reason)
4. You have to activate the Doodad layer (Control + D) then you just select the doodads and press delete.
Report, edit, etc...Posted by Red2Blue on 2005-01-18 at 13:10:06
Hey bolt... thats not a very good explaination for the zealot attacking twice...

Statement A.
QUOTE
3. Because he has 2 arms (lol sounds stupid but thats the reason)




Statement B.
Zerglings have two arms (but they only attack once tongue.gif)





SO... from your statement

Statement C must be true...





Statement C
Zerglings have double damage...



which is not true...


smile.gif


(I didn't see any point in posting this post, but you gotta be specific.)
Report, edit, etc...Posted by MapUnprotector on 2005-01-18 at 15:23:31
QUOTE(Red2Blue @ Jan 18 2005, 02:10 PM)
Hey bolt... thats not a very good explaination for the zealot attacking twice...

Statement A.
Statement B.
Zerglings have two arms (but they only attack once  tongue.gif)
SO... from your statement

Statement C must be true...
Statement C
Zerglings have double damage...
which is not true...
smile.gif
(I didn't see any point in posting this post, but you gotta be specific.)
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maybe it only applies to the zealot.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-18 at 17:25:59
Well, if you look at a zealot attack in slow game speed, you see his arms go
1 arm bam
2 arm bam
wait
1 arm bam
2 arm bam

With the zergling you see
both arms bam
wait
both arms bam

But I have no idea what is with the firebat

So I guess it's just blizzard at it with its weird damage factor.
Report, edit, etc...Posted by chuiu on 2005-01-18 at 17:42:11
Good god. Locked.
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