Staredit Network

Staredit Network -> UMS Assistance -> [SOLVED] 2 gas not 8
Report, edit, etc...Posted by Frozen-rpg on 2005-12-03 at 20:28:57
iv done this before....


Trigger
Description:
2 Ore Field
Players:
¤ All Players
Conditions:
¤ All Players command exactly 0 Mineral Field Type 1 at location 'X'
Actions:
¤ Create One Mineral Field Type 1 at location 'X' with properties (set minerals to 2)
¤ Preserve Trigger



simple biggrin.gif
Report, edit, etc...Posted by fritfrat(U) on 2005-12-03 at 20:41:15
Or, you could always place the minerals super far away (or winding paths) so that in the time it normally takes to get 32 mins it gets 8.
Report, edit, etc...Posted by Frozen-rpg on 2005-12-03 at 20:44:37
y do that when the trigger i posted gets him exactly 2 and is in the right spot lol
Report, edit, etc...Posted by fritfrat(U) on 2005-12-03 at 20:47:52
I was kind of half kidding with the whole super far away thing smile.gif

There is an advantage if you want to make it so you get minerals less often, though. That and if someone is hopping a 2 mineral wall when it is being recreated it will be unplacable... though this is admittably quite unlikely.
Report, edit, etc...Posted by Frozen-rpg on 2005-12-03 at 20:53:12
you could always add into the conditions then,

:commands exaclty 0 men at location 'X'

and besides you would just get that annoying buzing noize until you move the obstruction and then it would repsawn anyway.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-04 at 04:46:05
but if there are a lot of units mining then it wouldnt work. so many bugs its really not a practical use.
Report, edit, etc...Posted by Diggidoyo on 2005-12-04 at 10:09:14
Well he's trying to mimic other defense maps and in defense maps you usually only get one or two miners so it would be practical for those situations.
Report, edit, etc...Posted by fritfrat(U) on 2005-12-04 at 13:22:38
If there were a lot of units mining, you could simply make it so if the player commands atleast 4 scvs or whatever, remove those 4 scvs and recreate 1 at another base (probably a nexus so you can disable the building of miners there) with regular minerals.
Report, edit, etc...Posted by Diggidoyo on 2005-12-04 at 18:14:20
If they are regular minerals then the player gets to mine 8 at a time again.

Another way is to have the player buy the scv like a hero and just disable the ability to buy scv's altogether.
Report, edit, etc...Posted by Subrosian on 2005-12-04 at 21:05:09
You can have a separate death counter store minerals, and when the next trigger cycle occurs, check the money difference between the death counter and the current amount of minerals and divide the difference by 4.

The only problem would be if you mined minerals and purchased something at the same time (the minerals would not be divided), but if you use hyper triggers, that would be very unlikely.


Trigger
Players:
¤ Current Player
Conditions:
¤ Current Player accumulates at least 32768 minerals.
¤ Current Player has suffered at least 32768 deaths of Floor Gun Trap.
Actions:
¤ Set player's Resources: subtract 32768 Minerals.
¤ Set player's deaths of Floor Missile Trap: Add 32768.
¤ Set player's deaths of Floor Gun Trap: Subtract 32768.
¤ Preserve Trigger.

Trigger
Players:
¤ Current Player
Conditions:
¤ Current Player accumulates at least 16384 minerals.
¤ Current Player has suffered at least 16384 deaths of Floor Gun Trap.
Actions:
¤ Set player's Resources: subtract 16384 Minerals.
¤ Set player's deaths of Floor Missile Trap: Add 16384.
¤ Set player's deaths of Floor Gun Trap: Subtract 16384.
¤ Preserve Trigger.

etc.

If you don't understand what I'm doing, check the Counter Arithmatic tutorial. Oh, and learn how binary works.

Trigger
Players:
¤ Current Player
Conditions:
¤ Current Player has suffered at least 1 deaths of Floor Gun Trap.
Actions:
¤ Set player's deaths of Floor Gun Trap: Set to 0.
¤ Preserve Trigger.


Trigger
Players:
¤ Current Player
Conditions:
¤ Current Player accumulates at least 128 minerals.
Actions:
¤ Set player's Resources: subtract 128 Minerals.
¤ Set player's deaths of Floor Missile Trap: Add 32.
¤ Preserve Trigger.

etc. until the mineral requirement is 8.

Trigger
Players:
¤ Current Player
Conditions:
¤ Current Player has suffered at least 32768 deaths of Floor Missile Trap.
Actions:
¤ Set player's Resources: add 32768 Minerals.
¤ Set player's deaths of Floor Gun Trap: Add 32768.
¤ Set player's deaths of Floor Missile Trap: Subtract 32768.
¤ Preserve Trigger.

etc.
I recommend using SCMDraft to write these triggers, and if you know how to program/script, write those repetitive triggers via loops.

Right now, this means this will take effect as long as you have less than 65535 minerals. If you want to extend it, use another death counter, but I don't want to go into that.

And I hope people understand my triggers.
Report, edit, etc...Posted by blaze_baby on 2005-12-04 at 22:44:09
haha dont worry i was a newb a while back, sometimes i still think i am...
Report, edit, etc...Posted by Frozen-rpg on 2005-12-05 at 16:10:29
i got this





Trigger
Description:
2 Ore Field
Players:
¤ All Players
Conditions:
¤ All Players command exactly 0 Mineral Field Type 1 at location 'X'
Actions:
¤ Move all units at location 'X' to location "Y" for All Players
¤ Create One Mineral Field Type 1 at location 'X' with properties (set minerals to 2)
¤ Preserve Trigger



just have location 'X' over the mineral field its size should be 1x2 (LxW)

location "Y" should be in a safe location(where it cant get an unplaceable error, preferable unbuildable terrain), this is where the miners will be moved to if they are in the way of the mineral respawn. It should be a size large enough to fit all of the miners that you think people will have in the map. If they are only to have 1 or 2 miners, then a 2x2 location, if they are to have more then the location needs to be larger
Report, edit, etc...Posted by Diggidoyo on 2005-12-05 at 16:14:10
Once again, to avoid unnescecary complexities, just set the unit costs to multples of 8.
Report, edit, etc...Posted by blaze_baby on 2005-12-05 at 18:02:41
it would be something like this,

Trigger
Description:
Minerals
Players:
¤ currentplayer
Conditions:
¤ CurrentPlayer(accumulates,2,ore)
Actions:
¤ SetRecourceAmount(currentplayer,8)
¤ PreserveTrigger

It might work...
Report, edit, etc...Posted by Diggidoyo on 2005-12-05 at 18:10:16
Two problems wrong with that:

1. That's the opposite effect he is trying to achieve
2. That will only work once
Report, edit, etc...Posted by LegacyWeapon on 2005-12-05 at 18:33:18
QUOTE(Frozen-rpg @ Dec 3 2005, 08:28 PM)
iv done this before....





Trigger
Description:
2 Ore Field
Players:
¤ All Players
Conditions:
¤ All Players command exactly 0 Mineral Field Type 1 at location 'X'
Actions:
¤ Create One Mineral Field Type 1 at location 'X' with properties (set minerals to 2)
¤ Preserve Trigger

simple  biggrin.gif
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