Staredit Network

Staredit Network -> UMS Assistance -> First Map
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-06 at 02:01:56
Realizing nobody likes a newbie, but still...if anyone has it in their heart, could anyone answer these questions for me? I read as many online guides as I can, but I can't find the answers to these questions.

I'm making a 5 player board (2 Human), where you play as two Terran in an alliance against two Protoss, also in an alliance. In the middle of the board is a huge Zerg base. After completing the physical aspect of the board and adding the doodads and units/buildings/resources, I started to attempt the triggers. It's not going so well, and any help I can get off of here would be great.

1. When I test run the game, the computer units just stand in one spot and don't collect minerals or even move at all, why is this?

2. The Terrans and the Protoss both have a side mission (besides complete domination), which involves them attempting to destroy an opposing speciality, for the Protoss it's the crashed Norad II, and for the Terrans it's a Protoss Temple. I finally figured out how to get it to work when a unit movies over a location, that the screeen goes to where the opposition unit is located, but it is still shrouded in a fog of war...is there anyway to have it be displayed once the player goes over the location that triggers this event?

3. I know there is a way to do this, but I can't find where. I don't want the Zerg team in the middle, with ample resources to be able to expand. I only wish that they can upgrade, mine, and build new units--but no addiotional buildings. Is there a way to do this?

Any help someone can give me would be awesome, and thank you.

Schism
Report, edit, etc...Posted by notnuclearrabbit on 2005-12-06 at 05:47:35
[center]First off, welcome to SEN.

#1, Run AI Script.
#2, Create Map Revealer.
#3, In Staredit, Player Settings --> Units. But many units have requirements.
I hope this helped.
[/center]
Report, edit, etc...Posted by Diggidoyo on 2005-12-06 at 06:43:47
Yeah sorry for the lack of responses but you chose a bad time to post a question. In about 12 hours questions like this will come flocking with answers. I'll try to elaborate on nuclear's post and give you some triggers.
Trigger
Description:
Question #1
Players:
¤ P8 (whoever the computer is)
Conditions:
¤ Always
Actions:
¤ Run AI script at, (then choose the script you want out of the list) at location for P8


You can go here if you want help on what each of the different AI scripts does.

For number two you already have a trigger which should look like this, but you just need to add 1 map revealer line:
Trigger
Description:
Question #2
Players:
¤ P1
Conditions:
¤ P1 brings exactly 1 unit to location (or w/e your condition is)
Actions:
¤ Center View to Norad II for P1
¤ Create 1 map revealer at Norad II for P1<--ADD this line


This will give him vision in that area. Keep in mind however that there's no way to take away that vision. The player will be able to see that spot for the remainder of the game. If you want the player to only be able to see it for a little while, go here.

Question number 3 doesn't require any triggers. Assuming you are using StarEdit, go to the players menu and choose settings (or press Alt+Enter for the shortcut). Then go to the [Units] tab and find the indents that point to what you want. In this case go to Zerg --> Buildings --> Hatchery. If you don't want any player to be able to build zerg units. Then just uncheck the box that says "Enable by Default". Now no one can build a hatchery. If you only want the zerg computer to not be able to build buildings, (for instance if you want to still be able to mind control a drone and build zerg), then uncheck "Enable by Default", select P8 (or w/e the computer unit is), Uncheck the "Use defaults for player", and finally uncheck the "Enable for P8". Whichever you choose to do, do this for all of the zerg buildings down the list. If all of this is too confusing check my picture for help.

user posted image

Good luck!
Report, edit, etc...Posted by Kumano on 2005-12-06 at 06:50:46
QUOTE
Keep in mind however that there's no way to take away that vision. The player will be able to see that spot for the remainder of the game


Yes you can, you can't remove them at a location, but you can still use the remove unit action.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-06 at 11:44:04
Okay a few updates...

my AI will move now, but not gather minerals or build and expand (Protoss)...is there something else you have to have the do to complete this?

also, I was just using the campaign editor that comes with the game, is there much difference between that and StarEdit? Are the maps and settings fully compatible?
Report, edit, etc...Posted by Quickdraw90 on 2005-12-06 at 12:22:56
I'm not sure about the AI, just make sure you are using the right AI script.
¤Run AI Script at [location] for player [#]
(Note: remember to have a location around the whole area the AI should be)

And about StarEdit, Correct me if I am wrong but...
Some maps made with StarEdit can not be edited using the normal campaign editor, While almost every other map can be edited using StarEdit.

And some maps can also only be played with the Brood War Expansion, depending on which units, buildings, terrain types, and triggers.
Report, edit, etc...Posted by fritfrat(U) on 2005-12-06 at 15:43:14
Umm.. what's the difference between "campaign editor" and "staredit"? I had always thought those to be the same thing, so please correct my terminology.


Anyways, some suggestions.

First off, for the zerg AI, do "Zerg Area Town." With this script, they won't build new buildings, I believe.

Secondly, I would personally make it 2 humans vs. 2 humans, because the computer will not be able to recognize how killing the Norad II would win them the game. Computers could work, too, just human players can be more fun to play against, as well as smarter.

Finally, you could always just go into the "Fog of War" layer for players 1 and 2 and make them see the Protoss Temple, and for the protoss players, enable them to see the norad II. Creation of a map revealer works, but you can also see the units around the special building as well. Do whichever is the most fun smile.gif
Report, edit, etc...Posted by Joshgt2 on 2005-12-06 at 15:47:08
Fog of war would be the best bet for that.

You could randomize the events for a computer player going to attack the Norad II. I think that the order command being randomized might make some of the units go up and attack the Norad II. Doing this you will also need to make a bigger campain AI script than just Area Town... This is only a idea but this also might not work...
Report, edit, etc...Posted by Raindodger on 2005-12-06 at 18:33:40
Do you mean SCMDraft because that was the editor used in the screenshot. And fritrat he is probobly referring to different map editors. You can download the editors at the Download Database. At the top of the screen. Mapping >>Download DB. Since you said youre a "Newb" you probobly don't know how to do triggering in starforge (correct me if i'm mistaken) so you'd probobly want to go with SCXE [very newb friendly]. or SCMDraft2 and download the Classic TrigEdit Program. On the other hand you could try learning Starforge triggering, which can come in handy at a lot of times.
Report, edit, etc...Posted by The_Shattered_moose on 2005-12-06 at 19:11:36
Schism-
You want to make sure you're running the AI script above their nexus/cc/hatchery, that might help with the resource gathering. As for the editors, staredit/campaign editor are the same thing, the xtra editor is a much better version of staredit, although now we also have SCMDRAFT2, and starforge, which are the most powerful, as well as the hardest to use editors.
Report, edit, etc...Posted by Diggidoyo on 2005-12-06 at 20:23:03
The screenshot I used was the regular Starcraft Campaign Editor that came with the game becuase since its his first map that's probably what he's using.

I myself use Starforge but its a bit of a transition to figure out how the triggers work.
Report, edit, etc...Posted by Corbo(MM) on 2005-12-06 at 21:38:57
the answer may have been said already but im still posting themn
QUOTE
Realizing nobody likes a newbie, but still...if anyone has it in their heart, could anyone answer these questions for me?  I read as many online guides as I can, but I can't find the answers to these questions.

Welcome to staredit.net (SEN) people in here are very gentle and they all want to answer your questions most of them wont care if you are a newbie(which you should not be considering yourself one of them)
QUOTE
1.  When I test run the game, the computer units just stand in one spot and don't collect minerals or even move at all, why is this?

"run ai script at location" there are plenty kinds of ai scripts to make the computer attack run Zerg custom campaing, zerg insane, hard, easy or w/e you want
if you want them to mine you use the one called "zerg area town" note that this works but the location has to be covering the hatchery and the resources, you can even make a couple of more locations covering just minerals and the pc will expand herself, to make it so they attack your base, you cover the enemy base(enemy for comp) and run an ai script called "value this area higher" this will make the annoying comp always attacking you with lots of persistance
QUOTE
2.  The Terrans and the Protoss both have a side mission (besides complete domination), which involves them attempting to destroy an opposing speciality, for the Protoss it's the crashed Norad II, and for the Terrans it's a Protoss Temple.  I finally figured out how to get it to work when a unit movies over a location, that the screeen goes to where the opposition unit is located, but it is still shrouded in a fog of war...is there anyway to have it be displayed once the player goes over the location that triggers this event?

as they said create a map revealer at that location when the trigger is over just "remove units" and select map revealers note that no action like kill, remove unit at or kill unit at will affect map revealers just remove unit and note that, that will remove all the map revealers in the map
QUOTE
3.  I know there is a way to do this, but I can't find where.  I don't want the Zerg team in the middle, with ample resources to be able to expand.  I only wish that they can upgrade, mine, and build new units--but no addiotional buildings.  Is there a way to do this?

first of all they wont be able to upgrade if you dont let them to build anything so i assume that you have the buildings pre placed so that they can upgrade freely do this go to (in vanilla staredit) player>settings>units>zerg>building>all the buildings that you want disabled> uncheck the box "enabled as default" for the player that the comp is<

welcome to SEN
Report, edit, etc...Posted by fritfrat(U) on 2005-12-06 at 22:20:38
For a map like this, he should most definitely not use starforge. Starforge is not very user friendly, its triggers are harder to learn and really are only beneficial in massive trigger usage, and it is an isometrical map anyways.

I personally would suggest simply using SCXE, as far as programs go. SCMDraft 2 would also work well, but you really have no need for more powerful and less user friendly editors in a map like you are making.

EDIT: Oh ya, welcome to SEN smile.gif
Report, edit, etc...Posted by Mp)Dungeon-Master on 2005-12-10 at 10:12:22
I know its stupid but i had to say it... OohHHHhhH! A new! Its so CUTE! happy.gif
Report, edit, etc...Posted by Raindodger on 2005-12-10 at 23:22:27
QUOTE
The screenshot I used was the regular Starcraft Campaign Editor that came with the game becuase since its his first map that's probably what he's using.


Lol whoops, the little green planet thing got me on that 1.
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