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Staredit Network -> UMS Assistance -> Smart item regeneration...
Report, edit, etc...Posted by Gigins on 2005-09-20 at 16:19:16
I need a smart item regeneration. I will have a lot of different items(power-ups) spread all over the map. I want them to regenerate about 2 mins after they are picked up. I will also use extended power-ups so they will be moved to location instead of removed. As far as I have think of I have to have a location on each item or a ling under each.

I don't want to use a separate death counter for each item. thumbdown.gif

So, please post your smart regeneration ideas....
Report, edit, etc...Posted by PlayaR on 2005-09-20 at 16:21:53
ok
so u mean when some1 brings a unit to a crystal lets say and he picks it up and then after 2 minutes u want the crystal to come back?

if so the trigger is

Conditions:
The player with crystal bring exactly 0 crystal at the location

Actions:
Wait for 120000 ms
Preserve Trigger

i think that should work >< but im not completly sure lol
Report, edit, etc...Posted by Gigins on 2005-09-20 at 16:22:49
QUOTE(GgG-PlayaR. @ Sep 20 2005, 11:21 PM)
ok
so u mean when some1 brings a unit to a crystal lets say and he picks it up and then after 2 minutes u want the crystal to come back?
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Exactly. But not only one item. there will be about 50 items.
Report, edit, etc...Posted by Corbo(MM) on 2005-09-20 at 16:24:06
what about:
WARNING THIS WILL CONSUME 1 LOCATION PER ITEM

player X bring 0 item to location x

wait hmm the two mins. in milis
create 1 item at location x for player X
Report, edit, etc...Posted by Gigins on 2005-09-20 at 16:25:15
QUOTE(corbo @ Sep 20 2005, 11:23 PM)
what about:
WARNING THIS WILL CONSUME 1 LOCATION PER ITEM

player X bring 0 item to location x

wait hmm the two mins. in milis
create 1 item at location x for player X
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Wait blocks...
Report, edit, etc...Posted by PlayaR on 2005-09-20 at 16:26:29
QUOTE(DEAD @ Sep 20 2005, 04:24 PM)
Wait blocks...
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what do u mean wait blocks?
Report, edit, etc...Posted by Wizards on 2005-09-20 at 16:26:44
do like ggg-playar said but add a create unit at location action...
Report, edit, etc...Posted by Kumano on 2005-09-20 at 16:27:01
No, don't use waits as they will wait for every other wait action currently happening, you take 2 items at once so thats 2 minutes for the first item, then the wait for 2nd item starts and waits another 2 minutes after the first one taking 4 minutes, I'm not sure how you could do it without something like that happening unless you use a death count for every one of them though.
Report, edit, etc...Posted by Gigins on 2005-09-20 at 16:27:18
QUOTE(GgG-PlayaR. @ Sep 20 2005, 11:26 PM)
what do u mean wait blocks?
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2 waits can't be executed for 1 player at the same time.
Report, edit, etc...Posted by Wizards on 2005-09-20 at 16:31:19
Or you could use 50 diffrent switches with a 2 minutes wait time each (set a switch when you pick up an item) like :

Conditions :

switch 1 is clear
switch 2 is clear
switch 3 is clear
[...]
switch 50 is set

Actions :

Wait 2 minutes
Create 1 item at location X
Preserve Trigger
Report, edit, etc...Posted by Gigins on 2005-09-20 at 16:33:06
So far you are posting basic triggers that are pretty novice and don't work for me. Please post something "smart"...

ADDITION:
QUOTE(Wizards @ Sep 20 2005, 11:30 PM)

Or you could use 50 diffrent switches with a 2 minutes wait time each (set a switch when you pick up an item) like :

Conditions :

switch 1 is clear
switch 2 is clear
switch 3 is clear
[...]
switch 50 is set

Actions : 

Wait 2 minutes
Create 1 item at location X
Preserve Trigger
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Still wait block and what are 50 switches for?
Report, edit, etc...Posted by Corbo(MM) on 2005-09-20 at 16:33:56
QUOTE(DEAD @ Sep 20 2005, 02:26 PM)
2 waits can't be executed for 1 player at the same time.
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you can have a civilian or cop to be like "patrolling" all that small locations and when he passes and there is 0 items it creates one that's probably going to be like 67% glitch becuz it will then go "unit unplaceable" but there is no wait just an estimated time for a unit to move
Report, edit, etc...Posted by Wizards on 2005-09-20 at 16:35:30
"Still wait block and what are the 50 switches for?"

well for the 50 items...
Report, edit, etc...Posted by Gigins on 2005-09-20 at 16:36:58
QUOTE(corbo @ Sep 20 2005, 11:33 PM)
you can have a civilian or cop to be like "patrolling" all that small locations and when he passes and there is 0 items it creates one that's probably going to be like 67% glitch becuz it will then go "unit unplaceable" but there is no wait just an estimated time for a unit to move
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I would kill the cop or block his patch.

ADDITION:
QUOTE(Wizards @ Sep 20 2005, 11:35 PM)

"Still wait block and what are the 50 switches for?"

well for the 50 items...
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Why do I need a switch for each item? Besides it doesn't stop wait block
Report, edit, etc...Posted by Corbo(MM) on 2005-09-20 at 16:38:20
QUOTE(DEAD @ Sep 20 2005, 02:36 PM)
I would kill the cop or block his patch.
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flying unit? a scourge named bird or something? or a helicopter?

ADDITION:
invincible
Report, edit, etc...Posted by Gigins on 2005-09-20 at 16:39:43
QUOTE(corbo @ Sep 20 2005, 11:37 PM)

flying unit? a scourge named bird or something? or a helicopter?
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This is becoming reasonable. Like a item-regenerating helicopter. But still it doesn't give 2 mins regenerating. Like if I pick up the item short before helicopter comes....
Report, edit, etc...Posted by Wizards on 2005-09-20 at 16:39:57
QUOTE
Why do I need a switch for each item? Besides it doesn't stop wait block


oh sry i thought it would...
Report, edit, etc...Posted by Corbo(MM) on 2005-09-20 at 16:43:47
QUOTE(DEAD @ Sep 20 2005, 02:39 PM)
This is becoming reasonable. Like a item-regenerating helicopter. But still it doesn't give 2 mins regenerating. Like if I pick up the item short before helicopter comes....
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i don't know what unit you have for helicopter let's assume it's shuttle or dropship let's say dropship takes 4.3 seconds to pass through a 3x3 area and shuttle takes 3.2 assuming it's an 256x256 map and the items will not be in a staright line...are they? the course of the dropship/shuttle will be even more than 2 minutes i guess
Report, edit, etc...Posted by Wizards on 2005-09-20 at 16:45:27
maybe try the helicopter thing and add a trigger like this when u pick up an item :

Condition :
Player x brings 1 character at location y (location with item) or whatever condition

Action :
Pick up item action
+++ PLUS +++
Move Helicopter owned by player y at location anywhere to location next to item
(this will make it longer b4 the item respawn)((put more than 1 flying unit if more than 1 player in game))
Report, edit, etc...Posted by Gigins on 2005-09-20 at 16:47:29
QUOTE(corbo @ Sep 20 2005, 11:43 PM)

i don't know what unit you have for helicopter let's assume it's shuttle or dropship let's say dropship takes 4.3 seconds to pass through a 3x3 area and shuttle takes 3.2 assuming it's an 256x256 map and the items will not be in a staright line...are they? the course of the dropship/shuttle will be even more than 2 minutes  i guess
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I could try to calculate shuttle speed on and make a new shuttle everytime an item is picked up so shuttle would come, drop the item and leave. But it would be very complicated and using death counters are much easier, but still pretty.....
Report, edit, etc...Posted by Corbo(MM) on 2005-09-20 at 16:52:58
QUOTE(DEAD @ Sep 20 2005, 02:47 PM)
I could try to calculate shuttle speed on and make a new shuttle everytime an item is picked up so shuttle would come, drop the item and leave. But it would be very complicated and using death counters are much easier, but still pretty.....
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you don't have to regenerate the shuttle you can just make it to go and go and go in a circle passing through all the locations once and once again you don't have to kill it at the last location or even do you actually need it to be 2 minutes becuz doing it like that there is a wide probability that the items will take longer or shorter time to regenerate so it will be like random "JUST LIKE IN THE REAL GTA! WOOT!!!"
by the way how are you doing the helicopter shoot you are making it shoot right?? and one more thing this topic got 20 replies in less than 15 minutes ;D
Report, edit, etc...Posted by PlayaR on 2005-09-20 at 16:56:25
hey what about this
theres 4 triggers to it
but first make a place where a civ can patrol and 1 location not too far away from civ

Conditions:
player X bring 0 item to location x

Actions:
set switch 1

triggers # 2 is

Conditions:
Switch 1 is set

Actions:
Issue order to all civilian owned by player x at location x patrol to location x

trigger # 3 s

Conditions:
Player x brings 1 civ to location x
switch 1 is set

Action:
modify score for player x add 1 custum
preserve trigger

Trigger # 4 is

Conditions:
player x custum score is exactly 120

Actions:
Creat 1 crystal at location x for player x

you could do that? might not work but just a idea and if it does work repeat it for the other 50 items thing lol
Report, edit, etc...Posted by Gigins on 2005-09-20 at 16:58:47
QUOTE(corbo @ Sep 20 2005, 11:52 PM)
you don't have to regenerate the shuttle you can just make it to go and go and go in a circle passing through all the locations once and once again you don't have to kill it at the last location  or even do you actually need it to be 2 minutes becuz doing it like that there is a wide probability that the items will take longer or shorter time to regenerate so it will be like random "JUST LIKE IN THE REAL GTA! WOOT!!!"
by the way how are you doing the helicopter shoot you are making it shoot right?? and one more thing this topic got 20 replies in less than 15 minutes ;D
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Don't remember that GTA1 or 2 had random regeneration time. I could do the same stuff with 1 wait bleh.gif . Like wait for 2 mins and all items regenerate or something.

ADDITION:
QUOTE(GgG-PlayaR. @ Sep 20 2005, 11:56 PM)

hey what about this
theres 4 triggers to it
but first make a place where a civ can patrol and 1 location not too far away from civ

Conditions:
player X bring 0 item to location x

Actions:
set switch 1

triggers # 2 is

Conditions:
Switch 1 is set

Actions:
Issue order to all civilian owned by player x at location x patrol to location x

trigger # 3 s

Conditions:
Player x brings 1 civ to location x
switch 1 is set

Action:
modify score for player x add 1 custum
preserve trigger

Trigger # 4 is

Conditions:
player x custum score is exactly 120

Actions:
Creat 1 crystal at location x for player x

you could do that? might not work but just a idea and if it does work repeat it for the other 50 items thing lol
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Hmm....its just a replace of the wait. The same as death counters.
Report, edit, etc...Posted by PlayaR on 2005-09-20 at 17:04:38
o.. i didn know that lol i was just thinking of something and that popped in my head so i just put it down and now i got nothing.... sorry mellow.gif i tried
Report, edit, etc...Posted by Kumano on 2005-09-20 at 17:15:51
1 location per item could work with observer going to them (observer is invisible so it would probably be better) Or you could try saving locations and have a burrowed unit at each item and constantly detect where observer and zergling is at same time, and for different items you could have different burrowed units (which would need another location for each type of item though I think) and whenever theres an observer and zergling at same location you move observer back and create item at location, and when you go to the item you could tell observer to go to your character instead of location at item. I think it would work. (have like 50 observers at one location, only problem I can think of currently is 2 items at once where it might order the same observer making 1 of the items not respawn.)
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