Staredit Network

Staredit Network -> UMS Showcase -> Did You Know...
Report, edit, etc...Posted by Deathknight on 2004-06-06 at 21:55:53
Hey you're right! Sorry about that then. tongue.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-06-06 at 23:53:55
Here is one u may know but i just figured out pinch.gif

Nuclear Missles Cannot Fufill the Bring unit to Location Tirgger or the Player Bring's one Nuclear missle to locationg Trigger
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-07 at 00:00:08
Theres another way to do it.
COND
> Current player commands at least one 'nuke'
ACTIONS
> Center location 'blah' around 'nuke' at 'anywhere'
> Create 1 'burrowed unit' at location 'nuke'
> Preserve Trigger


COND.
> Current player brings one 'burrowed unit' to location 'nuke is here'
ACTIONS
> Remove 1 'burrowed unit' at 'anywhere'.
> {actions when nuke is in the location}
> Preserve Trigger

COND.
> Current player brings zero 'burrowed unit' to location 'nuke is here'
ACTIONS
> Remove 1 'burrowed unit' at 'anywhere'.
> {actions when nuke is in the location} (optional)
> Preserve Trigger


In theory, that should work. Assuming they're firing one nuke at a time. Then again, it may not work. Its untested.

I think it may register the nuke in the silo.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-07 at 04:22:57
I was looking around and saw this

QUOTE(Blizzard @ [url=http://www.battle.net/scc/faq/triggers.shtml)
http://www.battle.net/scc/faq/triggers.shtml[/url]]
How often and in what order do triggers fire?
Every two seconds the entire list of triggers will be executed. When this happens the triggers will be checked in the order that they are listed in the Trigger Menu -> Players tab. That order is
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8
All Players
Force1
Force2
Force3
Force4
What this means is a trigger for player one will execute before a trigger for player two will execute. This also means that the lower numbered players will have a slight advantage if two or more players are racing to get to a trigger location since the lower numbered player will be the one that activates it first if two players set off a trigger at the same time.

Within a section that contains multiple players (like All Players or one of the Forces) the triggers will be checked in player order within that group. Suppose you have several triggers set to All Players in the Players tab. All of those triggers will be checked for Player 1, then they will all be checked again for Player 2 and so forth all the way to player 8. This also holds true for triggers that apply to Forces, with players going in order and only the players that are actually in that force being checked.


I remember reading this years ago and i bet alot of you have seen it but if you havn't take a look.
http://www.battle.net/scc/faq/triggers.shtml
Report, edit, etc...Posted by .Coko[CK] on 2004-06-07 at 04:37:31
Yeah, i've seen a few of the guides and tutorial information pieces on the website, but that was years ago, they helped a lot!
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-07 at 10:13:01
Alright, I added 2 pages worth of new map making tips. Thanks guys wink.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-06-07 at 17:00:07
Have that annoying problem with SCXE where you want to make a .scm map and use triggers like "Share vision with player X" and stuff and when u save it it says it need to be .scx and you want a .scm map and everything in the map is .scm but the triggers are making it .scx and ur like NOO..!!!11 AHh..HaXX0r5..THERE IN MY COMP!...well, this is what you do.

Simple, save your map in how SCXE says it, .scx and then(you need the program to do this, Starforge or SCM draft 2)open one of those programs and get ur map (.scx) and save as (in Starforge, in the box leave alone for •Hybrid and save it)...Your map will be saved as .scm so you won't get that annoying problem with SCXE where u have an all .scm map and the triggers u have make SCXE say its .scx. pinch.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-07 at 17:09:44
"Death Counts, if not on Hyper Triggers, will take three seconds to initialize when playing a map in multiplayer! "

If death count triggers are placed above anything that uses Death Counts in their conditions, this isn't going to matter. Even if they aren't, things depending on Death Counts being zero are going to fire off first.
Report, edit, etc...Posted by .Coko[CK] on 2004-06-07 at 17:38:59
Still true however, because i set up my Frogger Craft 2004 and it used them solely and it took a while for things to start running.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-09 at 18:25:37
"Random Map Making Tip: Units created for players without start locations or those who have dropped from the game (players 1 - 8), A.K.A "zombie" units, will always be hostile, and unable to be affected with triggers actions! "

Um, when a player leaves the game their units go to Player 12, which is not hostile. And they can be affected by triggers if "All Players" is used.
Yoshi, fix my access to the tips. tongue.gif
Report, edit, etc...Posted by Tuxedo Templar on 2004-06-09 at 18:42:41
Actually that is true, but your talking about whether the units are created for the player while their IN the game. As soon as they've left, any units created for them after then become zombies.


BRAAAIIINNSSSS!!!!!!
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-09 at 23:16:53
Tux does that apply if the players were never in the game and you create units for them?
Report, edit, etc...Posted by Tuxedo Templar on 2004-06-10 at 02:26:43
Apparantly. Again, I haven't tested it thoroughly, but I found out the hard way in my Drawers map that when you place units for other players not currently in the game (in my case, to make additional color paints), they turn evil.
Report, edit, etc...Posted by Locke on 2004-06-10 at 05:17:29
When changing units attack try to take in mind the Splash, range, and Speed factor. Your game is especially unnatractive when players pick heros that suck in your game, and are overshadowed by much more powerful characters. ranting.gif
Report, edit, etc...Posted by Clokr_ on 2004-06-10 at 07:06:29
QUOTE((U)Bolt_Head @ Jun 9 2004, 10:16 PM)
Tux does that apply if the players were never in the game and you create units for them?

That units are units owned by a Inactive player. Inactive players are the ones that dont have start location and when a player leave the game it become inactive. Inactive units are unallied to all players, except himself.

If you are making a map you must be careful because see this two triggers:

Trigger1:
Conditions:
-P2 commands atleast 1 units
Actions
-Create 1 unit for P2 at loc
-Preserve trigger

Trigger2:
Conditions:
-P1 commands atleast 1 units
Actions
-Create 1 unit for P2 at loc
-Preserve trigger

The first trigger will never fire, and it will not create problems, because when a player leave its units are given to P12, but the second trigger could and fire and if P1 didnt left the game but P2 did it could create bugs in your map.

I think that we should call them Inactive units, because 'evil units' or 'zombie units' don't really says what we mean.
(add that to the map making tutorial?)
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-10 at 12:04:48
QUOTE(Tuxedo Templar @ Jun 10 2004, 01:26 AM)
Apparantly.  Again, I haven't tested it thoroughly, but I found out the hard way in my Drawers map that when you place units for other players not currently in the game (in my case, to make additional color paints), they turn evil.

I assume you just made them nuetral computers. Or were those open human slots?
Report, edit, etc...Posted by .Coko[CK] on 2004-06-10 at 13:18:49
Neutral players do not have cannons powered even if pylons are placed

(Just something i noted on a game i made, they were all unpowered even though pylons were all around them)
Report, edit, etc...Posted by DT_Battlekruser on 2004-06-11 at 00:38:18
Tip: "Colors are good for your map, but colors don't make your map hundreds of times better than anyone else's. Use colors but don't call you map 'balh blah blah COLORS'"
Report, edit, etc...Posted by Locke on 2004-06-11 at 00:43:04
mad.gif If Yoshi and other ppl would not post the interesting lots-o-post topics in the GARBAGE it would be nice so we could get some more minerals and posts. The good posts are in garbage and the garbage is all over. ranting.gif
Report, edit, etc...Posted by Tuxedo Templar on 2004-06-11 at 05:21:19
QUOTE((U)Bolt_Head @ Jun 10 2004, 11:04 AM)
QUOTE(Tuxedo Templar @ Jun 10 2004, 01:26 AM)
Apparantly.  Again, I haven't tested it thoroughly, but I found out the hard way in my Drawers map that when you place units for other players not currently in the game (in my case, to make additional color paints), they turn evil.

I assume you just made them nuetral computers. Or were those open human slots?

Well, if you place a unit for any comp players that have no start locations (which I found out recently), or else you place units for human players that were either not in the game from the start or have since left the game, the units will turn undead. Dunno about neutral players w/out start locations, though.

Hey Yoshi, I just though of an idea. You could make the Random Tips something like the shoutbox, where people can post their own at will, BUT have it so people can also vote or blam it, depending on its usefulness. Maybe also have the higher voted tips be displayed slightly more often, too.

Just a random idea.
Report, edit, etc...Posted by .Coko[CK] on 2004-06-11 at 06:32:22
I think something like a shoutbox, but not shown on main page, using hte arcade system of rating to say if its good or not.
Report, edit, etc...Posted by Tuxedo Templar on 2004-06-12 at 12:25:01
Yoshi...
QUOTE
Nuclear Missiles cannot fufill the "Bring Unit to Location" Condition. However, Nuclear Missiles in a silo will activate the trigger.!

Get rid of that one. It's not true and the second sentence makes no sense.

Seriously, there needs to be some intelligence going into these tips, people.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-12 at 13:03:12
I'm going to clean them out. During my school summative days I couldn't think or do any of them, so now I can start messing with them.

Moose wants to take over in this area, I'll have to fix up the script a bit for him.
Report, edit, etc...Posted by Clokr_ on 2004-06-12 at 13:27:40
If there is too much work, can I help him?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-12 at 18:05:24
It's not too much work for me... so long as I can actually do it. Besides, I don't think Yoshi wants too many people in the Admin CP. tongue.gif

Tux, I wrote that tip, too. You should've seen the old one. What the second sentence is saying is that if you build a Nuke in a Silo then it will fulfill the bring condition.
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