Staredit Network

Staredit Network -> UMS Assistance -> A few Questions.
Report, edit, etc...Posted by Ares on 2005-09-13 at 13:57:09
I have a string of questions that I would really like anwsered. I have tried many ways to do these, but I am just not getting them right.


First off, I am trying to do a spell system in my map. But, I am trying to save locations. The bad thing is, in order to do the spells I have thought up, I will need quite a few locations! tongue.gif


Let's say this is a diagram:

The Spells will be named like:
1.1 etc....

The first number to the left of the deciaml is the spell number, and the number to the right of the decimal is the step number.

Spell:

1.0
X-------X
|..........|
|..........|
X-------X

1.1
XXXXXXX
X--------X
X--------X
XXXXXXX

1.2
X-------X
|..........|
|..........|
X-------X

1.3
----------
|XXXXX|
|XXXXX|
----------

1.4
X-------X
|..X..X..|
|..X...X.|
X-------X

X = Explosions.

Anyway, I don't think it matter what the design is. What I would like to know if there is any easier way of achieving those spells but being able to use less locations. I have a feeling if I cannot cut down on locations, I'll have 60+ locations just for the TBC.

If you would like me to go more in depht, let me know. I'll gladly help you...to help me!


Question 2:
There is no point in telling you what triggers I usde because they are WAY off.

What I would like to do is have a system where I can just walk up to a building and be teleported to a different area on the map. Something like, you enter the shop.

Go up to a barracks, and be moved to a spereate area.

If someone could tell me how to do this, I would be vey greatful.

That's all I have for questions... I may have more, who knows!?
Report, edit, etc...Posted by Vindexus on 2005-09-13 at 14:01:21
Grid system wouldn't be what you'd ask me. For the building one, have you this trigger

Trigger
Players:
¤ Human Players
Conditions:
¤ Current Player brings at least 1 Hero to "Enter Shop"
Actions:
¤ Move 1 Hero at "Enter Shop" to "Shop" for Current Player
¤ Preserve Trigger
Report, edit, etc...Posted by Ares on 2005-09-13 at 14:09:38
Well, as for the second trigger. Not the grid system.

I would do that trigger, except having to make a location for every shop in every city, that would be a waste of locations. This is what I originally had: (Maybe you can see what is not working)


Condition:
Always

Action:
Set Deaths of Market to 1
Set Switch 1


Condition:
Deaths of Market = 1
Switch 1 = Set
P1 Brings 1 Market to "Shop Enter"

Actions:
Set Deaths of Market to 2
Clear Switch 1
Move Unit for P2 to "Market"
Preserve Trigger

Condition:
Deaths of Market = 2
Switch 1 = Cleared
P2 brings hero to "Leave Market"

Actions:
Move hero from "Leave Market" to "Shop Enter"
Set Deaths of MArket to 1
Set Switch 1
Preserve Trigger
Report, edit, etc...Posted by Vindexus on 2005-09-13 at 14:39:55
Since this is an RPG, do the following

Trigger
Players:
¤ P1
Conditions:
¤ Always
Actions:
¤ Center location "1 Hero" on Hero owned by Current player
¤ Preserve Trigger


Trigger
Players:
¤ P1
Conditions:
¤ Computer play brings at least 1 Market to "1 Hero"
Actions:
¤ Center location "1 Market Exit" on Market owned by Computer Player at "1 Hero"
¤ Move 1 "Hero" for Current player to "Market Entrance"
¤ Preserve Trigger


Trigger
Players:
¤ P1
Conditions:
¤ Computer play brings at least 1 Leave Market to "1 Hero"
Actions:
¤ Move 1 "Hero" for Current player to "1 Market Exit"
¤ Preserve Trigger


What this does is check to see if the human player has moved to a market. If it has, then it centers a location on that market and leaves it there so that when the human player leaves the shop, he gets teleported back to the shop he entered.
Report, edit, etc...Posted by Forsaken on 2005-09-13 at 14:42:43
I did something like that in my old RPG.

That system works alright, but it still messes up a bit. I would say the best shop enter-exit system that I have seen(works flawlessly) is in qPirateKing's Deep Blue.

I'll go find the map and post the triggers here for 'ya all to see.
Report, edit, etc...Posted by Ares on 2005-09-13 at 14:45:07
Thank's Forsaken. I'll wait until you pst the triggers. Or, maybe someone else will post by then. All I know, is whatever I am doing, it's not right. I am starting to get upset. I have a feelinf that I am over-complicating things. I tend to do that a lot.
Report, edit, etc...Posted by Urmom(U) on 2005-09-13 at 14:45:15
for the market thing, you can basically have one main location.

undefined
Trigger
Conditions:
¤ Switch1 is cleared
Actions:
¤ Move location 'Center' on players 'unit'
¤ Preserve Trigger



undefined
Trigger
Conditions:
¤ Building's owner brings at least 1 barracks to 'Center'
Actions:
¤ Set Switch1
¤ Move all hero unit for player at anywhere to Shop Enter1
¤ Preserve Trigger



undefined
Trigger
Conditions:
¤ Player brings at least 1 men to 'Exit Shop'
Actions:
¤ Move all hero for player at location anywhere to 'Center'
¤ Clear Switch1
¤ Preserve Trigger


Basically what this does is if the buildings owner brings a building to the location itll detect what type it is and where to go to on the map. you could add some center views in too. when u set the switch, it stops the location from following the unit and then you can know where the unit was last at before it entered and bring it back to that spot.
Report, edit, etc...Posted by Ares on 2005-09-13 at 14:46:41
QUOTE(Vindexus @ Sep 13 2005, 12:39 PM
Since this is an RPG, do the following

[trigger)
[players][p]P1[/players]
[cond][c]Always[/cond]
[actions][a]Center location "1 Hero" on Hero owned by Current player
[a]Preserve Trigger[/actions][/trigger]




Trigger
Players:
¤ P1
Conditions:
¤ Computer play brings at least 1 Market to "1 Hero"
Actions:
¤ Center location "1 Market Exit" on Market owned by Computer Player at "1 Hero"
¤ Move 1 "Hero" for Current player to "Market Entrance"
¤ Preserve Trigger





Trigger
Players:
¤ P1
Conditions:
¤ Computer play brings at least 1 Leave Market to "1 Hero"
Actions:
¤ Move 1 "Hero" for Current player to "1 Market Exit"
¤ Preserve Trigger


What this does is check to see if the human player has moved to a market. If it has, then it centers a location on that market and leaves it there so that when the human player leaves the shop, he gets teleported back to the shop he entered.
[right][snapback]312968[/snapback][/right]



That was how I did my system the first time. The only reason I didn't like it, was because it would take awhile to respond. Although, I was most likely having problems with Wait Blocks...
Report, edit, etc...Posted by Urmom(U) on 2005-09-13 at 14:47:45
wait blocks mainly affect triggers with waits, but neither mine or his have waits so maybe you should give mine a shot
Report, edit, etc...Posted by Vindexus on 2005-09-13 at 14:51:01
QUOTE(Ares @ Sep 13 2005, 01:46 PM)
That was how I did my system the first time. The only reason I didn't like it, was because it would take awhile to respond. Although, I was most likely having problems with Wait Blocks...


Space the buildings you can enter further apart and make the location you center on the hero bigger. You should seriously consider using Hyper Triggers, they allow you to do some awesome triggers.
Report, edit, etc...Posted by Ares on 2005-09-13 at 14:51:36
So pretty much all I need to do is:


Conditions:

Player 1 Brings Market to "Enter Shops"
Switch 1 is Set

Actions:
Clear Switch 1
Wait 200
Move "hero" at Anywhere to "Market"
CenterView at "Market"
Display Text "Blah....Blah..."
Order Unit to Move to "Market Counter"
Preserve Trigger

Trigger 2


Conditions:
Switch 1 is Cleared
Player 1 Brings 1 Hero to "Leave Market"

Actions:
Move 'hero' to "Shops Enter"
Wait 200
Set Switch 1
Display Text "Blah..."
Center View at "Shops Enter"
Preserve Trigger
Report, edit, etc...Posted by Urmom(U) on 2005-09-13 at 14:51:56
BTW, the center location for mine is 1x1 so that they have to be right next to the building

err, for your method u would need a location over each building. just try my method, i have a map where it works!
Report, edit, etc...Posted by Ares on 2005-09-13 at 14:54:37
The Location I have centered on my unit is 2x2

I have 3 locations that constantly follow the unit.

One for Stamina
One for Item Usage
and the last to enter buildings.


I do use Hyper Triggers!
I just do not like using them when I have to use waits. I know I could set a death count and add it to the correct player. But, it is just faster to do the enter--exit system under the human player....
Report, edit, etc...Posted by Urmom(U) on 2005-09-13 at 14:57:07
have you tried my method at all? waits should not be a problem either.
Report, edit, etc...Posted by Ares on 2005-09-13 at 14:59:06
I am doing them right now. bleh.gif


So, yeah... I guess I always over complicate things.
Report, edit, etc...Posted by Forsaken on 2005-09-13 at 15:18:49
I hope you can understand SF trigger's syntax.

This is how I do my shops:

Trigger 1

Conditions:
Always();


Actions:

SetSwitch(Switch 1,Set);


Trigger 2:

Conditions:
Switch(Switch 1, Set);
Bring(P1, AtLeast, 1, [ Market ], P2 Interact);


Actions:

Comment("01");
SetSwitch(Switch 1, Clear);
Wait(200);
GiveUnits(All, Men, P6, Market, P1);
MoveUnit(All, Men, P2, P2 Interact, Market--Enter);
Order(Men, P2, Market--Enter, Move, Market--Counter);
CenterView(Market--Enter);
PreserveTrigger();

Trigger 3:

Conditions:
Switch(Switch 1, Clear);
Bring(P2, AtLeast, 1, Men, Market--Exit);


Actions:

Comment("02");
Wait(200);
GiveUnits(All, [ Market ], P1, Town--Dubrylla, P6);
GiveUnits(All, Men, P1, Market, P6);
MoveUnit(All, Men, P2, Market--Exit, P2 Interact);
CenterView(P2 Interact);
SetSwitch(Switch 1, Set);
PreserveTrigger();

Trigger 4:

Conditions:
Bring(P6, AtLeast, 1, [ Market ], Town--Dubrylla);
Bring(P6, Exactly, 0, [ Market ], P2 Interact);


Actions:

GiveUnits(All, [ Market ], P6, Town--Dubrylla, P1);
PreserveTrigger();
Comment("--");
Report, edit, etc...Posted by Ares on 2005-09-13 at 16:22:57
Thanks to all that helped me with my Shop System thing! bleh.gif

Well, I have another question. This time it deals more with... a program.


I am aware that StarForge does not allow you to create units with properties. I was wondering if you can do it with anything else except X-tra or StarEdit?

If so, can someone point me in the right direction?
Report, edit, etc...Posted by The_Shattered_moose on 2005-09-13 at 16:47:47
I beleive SCMDRAFT 2 works fine, although I'm not 100% sure on that.
Report, edit, etc...Posted by Forsaken on 2005-09-13 at 18:00:21
I have no idea on how to use it properly. Meh... I'll go bug Legacy or something!
Report, edit, etc...Posted by IIDragonII_Bard on 2005-09-13 at 19:03:46
QUOTE
First off, I am trying to do a spell system in my map. But, I am trying to save locations. The bad thing is, in order to do the spells I have thought up, I will need quite a few locations!


another way to do it would be just make a location follow the spellcaster, and make each spell a diff unit (i.e mineral chunk=spell 1 or somethin). Then, make a trigger like this.

Condition:
Player X brings at least 1 spell 1 to location spellcaster

Action:
The spell

QUOTE
What I would like to do is have a system where I can just walk up to a building and be teleported to a different area on the map. Something like, you enter the shop.

Go up to a barracks, and be moved to a spereate area.

If someone could tell me how to do this, I would be vey greatful.



Same thing for entering shops. Make a location follow ur hero, and a trigger like this.

Condition:
Player X brings at least 1 shop to location hero

Action:
teleport to shop
Report, edit, etc...Posted by Urmom(U) on 2005-09-13 at 20:36:47
QUOTE
another way to do it would be just make a location follow the spellcaster, and make each spell a diff unit (i.e mineral chunk=spell 1 or somethin). Then, make a trigger like this.

Condition:
Player X brings at least 1 spell 1 to location spellcaster

Action:
The spell

Thats the n00bish way to do it. Read his problems too, he wasnt asking that at all...

QUOTE
Same thing for entering shops. Make a location follow ur hero, and a trigger like this.

Condition:
Player X brings at least 1 shop to location hero

Action:
teleport to shop

When you leave though you will be teleported straight back.
Report, edit, etc...Posted by Forsaken on 2005-09-13 at 21:08:08
The system I put up works perfectly. Plus, the order trigger where it make's your hero move to the counter make's it look flashy! bleh.gif

QUOTE

another way to do it would be just make a location follow the spellcaster, and make each spell a diff unit (i.e mineral chunk=spell 1 or somethin). Then, make a trigger like this.

Condition:
Player X brings at least 1 spell 1 to location spellcaster

Action:
The spell

And, I have a feeling that was not anywhere close to what he wants to do... ermm.gif


@ Ares

Are you talking about something like this:

Let's say you cast a "Fire" spell. So, you create and kill a few archon's in a weird design. That way it looks you are doing some kind of nifty spell.

Something like you stated earlier:

XXXXX
X-----X
X-----X
XXXXX

If so, I am not sure you can use a grid system for that. But, I don't think there is anyway to save that many locations. You could possibly reuse them. Say for one spell, you make a square around the enemy. Then for the next one, you have all of the corner's blow up. Etc... That would be the only solution that I can see. Unless someone smarter than me can figure out a better way! bleh.gif
Report, edit, etc...Posted by Ares on 2005-09-13 at 22:14:47
Well, Forsaken's Shop system works perfectly.

AS for the spells and locations thing goes... I am still confused. I just want to save locations. As far I can tell, my only option is to reuse locations.

About StarForge and the Create Unit with Properties slots. How do I use other program's to add the properties in? I read the sticky in the SCMDraft thread, but it didn't make any sense. If someone could walk me through it, I would be very happy!
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-13 at 22:29:38
Well if you don't care about the design and you just want to save locations than all you have to do is put 1 location and put move location on unit and preserve it. Then the spell will create wherever the unit is.
Report, edit, etc...Posted by Ares on 2005-09-13 at 22:31:52
Well, I can't just have random unit's being created...

But, I am just going to risk it, and create the locations for the spells. My guess is, they'll be around 20-30 locations. But hey, whatever. I think I'll be able to spare some...


As for the Create Unit with Properties...

Does anyone know how to do that? (Beside's using X-tra)
Next Page (1)