Staredit Network

Staredit Network -> UMS Assistance -> Kill 1 unit, 2units comes in place
Report, edit, etc...Posted by Kitty on 2005-08-24 at 17:54:07
Ack, of course, I open the map in x-tra and saved. Now that map is messed up.
Hmm, whisper me (Kitty_@USEast) if your version messes up too. pinch.gif
Report, edit, etc...Posted by MapUnprotector on 2005-08-24 at 18:40:32
QUOTE(Jamals2fat @ Aug 24 2005, 05:43 PM)
Mine would work, as i stated, there could be NO other zealots on the map.

Anyway, i could help u with that ur makin whaaaaaat02, if ur making sumthing with this.
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Well it sort of defeats the purpose of always multiplying zealots because it would really only work once.

The location would center over the one zealot and detect when it dies, then spawn 2 zealots.

After that the one location can't cover both zealots, it will only center over one of them. Therefore if the other zealot dies it won't work.

If you have even more zealots the problem gets worse.
Report, edit, etc...Posted by SacredElf on 2005-08-24 at 20:03:28
or u can use zones, dunno if that would work
Report, edit, etc...Posted by PCFredZ on 2005-08-24 at 20:21:49
Ok, took me a while of testing, and I finally got something that works.

Move the dropship over the Zealot to remove it, and 2 will take its place. This will work for any number of Zealots anywhere on the map, though after a few respawns the Zealots will get so many that 12 hyper checks per second won't be fast enough for it to happen instaneously, but it will still work.
Report, edit, etc...Posted by MapUnprotector on 2005-08-24 at 20:25:42
... is that even what he is looking for? All this time I was thinking he wanted the zealots to actually be killed by other units.

If it's just a matter of actually selecting the zealot, like with moving the dropship over a zealot as PCFredz did, then there is a simple solution. closedeyes.gif

whaaaaat02 it would help if you explained more indepth on what exactly the zealots are doing. Things like are they roaming around or are you trying to kill them with a unit.
Report, edit, etc...Posted by PCFredZ on 2005-08-24 at 20:28:39
QUOTE(devilesk @ Aug 24 2005, 08:25 PM)
... is that even what he is looking for? All this time I was thinking he wanted the zealots to actually be killed by other units.

If it's just a matter of actually selecting the zealot, like with moving the dropship over a zealot as PCFredz did, then there is a simple solution. closedeyes.gif

whaaaaat02 it would help if you explained more indepth on what exactly the zealots are doing. Things like are they roaming around or are you trying to kill them with a unit.
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No, look at the triggers in my map. Then look at this new one.

It appears that the check for Zealot at Location isn't fast enough to keep up with the killing or something... confused.gif Hard to explain.
Report, edit, etc...Posted by MapUnprotector on 2005-08-24 at 20:31:14
... your triggers make no sense to me. I don't think they do what he wants them to do.

The simple problem I've already pointed out is that you just can't have ONE Location and say center location on zealot owned by the currentplayer, when you have more than one zealot for that player. It won't be able to detect all the zealots. It will just center over one zealot.
Report, edit, etc...Posted by SacredElf on 2005-08-24 at 20:34:39
no, it will switch betwhen zealots ermm.gif i think... and ya PCFredz, i dont think ur map is what he want
Report, edit, etc...Posted by MapUnprotector on 2005-08-24 at 20:35:18
QUOTE(SacredElf @ Aug 24 2005, 08:34 PM)
no, it will switch betwhen zealots  ermm.gif i think... and ya PCFredz, i dont think ur map is what he want
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No, it won't, it will only switch if the zealots move around. I believe that the location will always center on the zealot closest to the bottom left or something.
Report, edit, etc...Posted by PCFredZ on 2005-08-24 at 20:36:09
QUOTE(devilesk @ Aug 24 2005, 08:31 PM)
... your triggers make no sense to me. I don't think they do what he wants them to do.
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Here's how it would work:


Step 1: Move location "Zlot" to 1 Zealot owned by P2 at Anywhere

Step 2: If there's no Zealot at Zlot, it means it just died, therefore create 2 more Zealots in its place

Step 3: If P2 commands only 1 Zealot and P3 commands at least 1 Zealot, give all Zealots owned by P3 to P2

Step 4: Give 1 Zealot owned by P2 to P3

Repeat Cycle


This way, Zlot goes through every Zealot, and, as it's SUPPOSED to work, checks if a Zealot suddenly disappeared from where it just was. However this can only work under a CONTROLLED kill, that is, the Zealot disappears from Zlot between Steps 1 and 2, and ONLY then. I confirmed this using the dropship. Will test further.
Report, edit, etc...Posted by MapUnprotector on 2005-08-24 at 20:37:55
A controlled kill defeats the purpose of what he's trying to do I believe.

The problem you still have is that you are only able to detect 1 zealot at a time for p2 because you are giving a zealot from p3 to p2. There are many more zealots that can be killed, and even if you have hypers it won't be able to go through all of them as you said before. Also giving units back and forth I believe would cause lag.
Report, edit, etc...Posted by PCFredZ on 2005-08-24 at 20:41:58
QUOTE(devilesk @ Aug 24 2005, 08:37 PM)
A controlled kill defeats the purpose of what he's trying to do I believe.
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By controlled I mean controlled relatively to the cycle, so changing the cycle to detect a missing unit at the right time would do the job.

Look at my attached map. There is a disabled action in the trigger right after the Move location to Zealot trigger, which is Kill 1 Zealot. If you enable it and disable the Remove 1 Zealot action, the map will not be able to spawn Zealots anywhere. My guess is that killing a unit takes such a while that by the time it disappears, the Location has moved on to check another unit. Since Remove is instaneous, the original map as it is did work correctly.
Report, edit, etc...Posted by MapUnprotector on 2005-08-24 at 20:50:21
The fact that you don't know where every zealot is at any given time is a big flaw in your method.


Also to clarify something to me, is there supposed to be only one zealot owned by p2 at any given time?

Also your triggers don't detect if a p3 zealot dies.
Report, edit, etc...Posted by PCFredZ on 2005-08-24 at 20:57:15
QUOTE(devilesk @ Aug 24 2005, 08:50 PM)
The fact that you don't know where every zealot is at any given time is a big flaw in your method.
Also to clarify something to me, is there supposed to be only one zealot owned by p2 at any given time?

Also your triggers don't detect if a p3 zealot dies.
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You can change the condition to Force2 brings exactly 0 zealots to Zlots and it'd still be the same way.

I'm going to try a different approach: using burrowed Zerglings under the Zealots.
Report, edit, etc...Posted by SacredElf on 2005-08-24 at 20:57:29
i almost have this done yahoo.gif i have some bugs but almost done
Report, edit, etc...Posted by MapUnprotector on 2005-08-24 at 21:05:00
I don't see how your triggers will give a different zealot each time to player 2 or 3 that hasn't been given before in one cycle.

Having more than 1 zealot for player 2 seems like it would mess up your system.

It just doesn't seem like it would be able to detect if any of the zealots died at any given time.
Report, edit, etc...Posted by Vindexus on 2005-08-24 at 21:11:09
What will the zealots be killed with? It its a melee unit (and you only have one) you could have a small location center on your zergling or whatever and do something like.


Trigger
Description:

This centers the location on the zergling.
Players:
¤ Human Player
Conditions:
¤ Always
Actions:
¤ Center location 'Zergling 3x3' on Zergling owned by Human Player.
¤ Preserve Trigger.



Trigger
Description:

This checks to see if there are any zealots in the zerglings kill range.
Players:
¤ Human Player
Conditions:
¤ Computer brings at least 1 Zealot to 'Zergling 3x3'
Actions:
¤ Set Deaths: Set to 1 for 'Zealot in Zergling Area' for Human Player.
¤ Center location 'Create Zealots' on all 'Zealots' owned by Computer Player at 'Zergling 3x3'
¤ Preserve Trigger



Trigger
Description:

This says that if there is a zealot in the zerglings kill range and a zealot has died and the human player has killed a zealot, then create two zealots there.
Players:
¤ Human Player
Conditions:
¤ Computer suffers at least 1 death of Zealot
¤ Human player suffers at least 1 death of 'Zealot in Zergling Area'
¤ Human player has at least 1 kill points
Actions:
¤ Set Deaths: Subtracto 1 for 'Zealot' for Computer Player.
¤ Create 2 Zealots at 'Create Zealots' for Computer Player.
¤ Set kill points for Human Player to 0.
¤ Preserve Trigger


For this if SC tries to center the location on two zealots, it won't matter if it only hits one because it's only in a range of 3x3 location that is around the zergling.


Of course if you're using a marine or multiple units to kill the zealots, this won't work. And it might not work anyway; I haven't made a trigger in months.
Report, edit, etc...Posted by MapUnprotector on 2005-08-24 at 21:15:22
Vindexus, that's a good way to detect where a specific zealot has died, if you have a melee unit. I like it smile.gif
Report, edit, etc...Posted by Vindexus on 2005-08-24 at 21:17:20
QUOTE(devilesk @ Aug 24 2005, 08:15 PM)
Vindexus, that's a good way to detect where a specific zealot has died, if you have a melee unit. I like it smile.gif
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Then I shall return to map making. Once my GW guild dies that is.

I suppose you could do the same thing with a marine but you'd have to have a larger location centered around your marine, so if you kill a unit in the top right corner you could very well get two zealots in the bottom left.
Report, edit, etc...Posted by SacredElf on 2005-08-24 at 21:25:32
mmm, locs seems to lock on bottom units
Report, edit, etc...Posted by MapUnprotector on 2005-08-24 at 21:27:32
QUOTE(SacredElf @ Aug 24 2005, 09:25 PM)
mmm, locs seems to lock on bottom units
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Yes, that's the main principle behind mobile grids and most of the grid concepts, and giving units away.
Report, edit, etc...Posted by SacredElf on 2005-08-24 at 21:39:32
Whaaaaat do you want this trigger for a spell?? if not the map can start gettin lagged, so it have to b a spell

close i can get to what ur askin dontgetit.gif [attachmentid=13249]
Report, edit, etc...Posted by whaaaaat02 on 2005-08-25 at 04:41:28
Wow another hot topic biggrin.gif (duh)

Didnt realize this would be so hard to do.

Devilesk: What the zealots are doing, they are moving from point A to point B, at point B they will be removed. Between those points the zealots are getting attacked by bunkers,ghostsbunkers and maybe some groundunits. But if the groundunits are gonna be a problem for the zealots to multiply, then pooof nomore groundunits untill those zealots are all dead. Yes they should all die at one time.

Vindexus: One problem with your triggers, you cannot choose a location for Deaths(see conditions) (thnx to Pcfredz who said that earlier to Jamal) biggrin.gif

PcFredz: Havent tried your method yet but from the looks of it, i dont think i can use yer method cuz to move a dropship all the time, naah

Jamal: If you wanna help me with my map, you are welcome to. In fact you all are biggrin.gif. I just wanted to make a simple but orginal defence map, but i added a lil bound with it, for the super duper weapon lol and its getting at a point that im not gonna have that much time for this map anywayz. But as i allways am, i gotto do it good or i aint gonna do it all. So any helpers would be appreciated. Im gonna post this map in the Map production section soon.

Mpsniper: Great monkey i like it better biggrin.gif

Sacred: Yes i could settle for that, but the zealots allways spawn at the same location

Gonna try some triggers now, thnx
Report, edit, etc...Posted by PCFredZ on 2005-08-25 at 08:29:06
In my opinion the only thing that will work is constantly moving locations to every Zealot in existence, and after moving the locations, check to see if they've disappeared. Unfortunately in practice it's impossible, because killing a unit in starcraft has too much of a delay. So I tried to move a burrowed Zergling below every Zealot, and then using another location that checks the Zerglings to see if there're Zealots above them. In theory you should be able to constantly relocate the Zerglings as the Zealots move. This is in my opinion the only way you can get it to work, but unfortunately even with Hypers you can't check that many times a second.

Time to look over One Location Bound again... pinch.gif
Report, edit, etc...Posted by MapUnprotector on 2005-08-25 at 09:19:10
QUOTE
Devilesk: What the zealots are doing, they are moving from point A to point B, at point B they will be removed. Between those points the zealots are getting attacked by bunkers,ghostsbunkers and maybe some groundunits. But if the groundunits are gonna be a problem for the zealots to multiply, then pooof nomore groundunits untill those zealots are all dead. Yes they should all die at one time.


So is it like a defense map? So if they are moving from point A to point B then along the way if once zealot dies, 2 will spawn in it's place and continue to go to point B?

QUOTE
In my opinion the only thing that will work is constantly moving locations to every Zealot in existence, and after moving the locations, check to see if they've disappeared. Unfortunately in practice it's impossible, because killing a unit in starcraft has too much of a delay. So I tried to move a burrowed Zergling below every Zealot, and then using another location that checks the Zerglings to see if there're Zealots above them. In theory you should be able to constantly relocate the Zerglings as the Zealots move. This is in my opinion the only way you can get it to work, but unfortunately even with Hypers you can't check that many times a second.


I believe any of that will cause lag.
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