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Staredit Network -> UMS Assistance -> Locations
Report, edit, etc...Posted by Rb)CrazY on 2005-12-09 at 19:42:18
Any possible ways to have more then 250+ locations?
Report, edit, etc...Posted by I-X-King-X-I on 2005-12-09 at 19:56:28
im not sure

but im pretty sure there is a limit

and im guessing its 255

and why would u want that many locations anyways
Report, edit, etc...Posted by Doodan on 2005-12-09 at 20:13:36
He's right, it is 255. Also, I'd advise giving them short names like A-1 or something to save room on text.
Report, edit, etc...Posted by KABOOM on 2005-12-09 at 21:57:45
Bounds can use alot of locations if its big enough
Report, edit, etc...Posted by Kumano on 2005-12-09 at 21:57:51
Instead of having more, just re-use locations for multiple things using move location action (use completely unrelated things that won't mess something up by accident) and have cloaked units at each, and move the location whenever you go to one. This may or may not be very effective though depending on how the map works.
Report, edit, etc...Posted by KABOOM on 2005-12-09 at 21:58:45
like the moblie grid system or just a preplaced grid
Report, edit, etc...Posted by VizuaL on 2005-12-09 at 22:10:27
QUOTE
im not sure

but im pretty sure there is a limit

and im guessing its 255

and why would u want that many locations anyways


i can picture a 256x256 bound filled with obstacles w00t.gif
Report, edit, etc...Posted by Doodan on 2005-12-09 at 22:14:56
QUOTE(VizuaL @ Dec 9 2005, 10:10 PM)
i can picture a 256x256 bound filled with obstacles  w00t.gif
[right][snapback]375301[/snapback][/right]

Yuk, and no one would want to play it. Heheheh.
Report, edit, etc...Posted by KABOOM on 2005-12-09 at 22:21:24
You know how longer and hard it would be to make a 256x256 bound map using all the space possible?
Report, edit, etc...Posted by Cloud on 2005-12-09 at 23:29:21
that would take forever, and each player would need like 100000 lives...
Report, edit, etc...Posted by KABOOM on 2005-12-09 at 23:57:24
but wouldn't have as many triggers as people might think
Report, edit, etc...Posted by Rb)CrazY on 2005-12-10 at 00:07:34
Exactly...I was thinkin of something such as a bound filled with lots of locations, and i want to reuse the locations by putting them on a unit, but what if the unit isnt exactly in the center of the terrain, wouldnt the location be alittle out of the grids terrain?
Report, edit, etc...Posted by Doodan on 2005-12-10 at 00:15:06
Make a fairly large location over, say, "Obstacle 14" or something. Let's say there are units that patrol in 14 and if you touch them, you die. Once a switch has been set (by completing the previous obstacle or whatever), it activates the trigger that goes:

Conditions:
-Switch X is set.
-Non Allied player brings 1 (unit) to "Obstacle 14"

Actions:
-Center location (whatever you're reusing) over unit at "Obstacle 14"
-Preserve Trigger.

With a system like that, you could have several "Touch a certain unit and die" obstacles that reuse the same locations over and over again.
Report, edit, etc...Posted by fm47 on 2005-12-10 at 01:02:18
When I first tried to make a map, I used up all my triggers... Then I learned to reuse them...

Reusing triggers work best if you can find a system to keep track of both its identities.

For example, I walked onto a location and chose a marine as my hero. Unless this location is going to always follow my hero, it's useless. What can I do with this trigger now? Well, I could place a token for let say... the begining of your adventure, the hometown right by the mayor. It moves the location to the mayor and then moves your hero there. If you're creative, you can cycle locations wonderfully... Sometimes you can even place a token somewhere, move the location there, then delete the token there, then do whatever you want with the location (such as move unit there).

Right now I'm working on that everytime my hero walks into a town, it zooms all my upgrade locations onto the upgrade buildings, in this way you don't have to set upgrade buildings' locations at every town. Instead, you could set one location over all the upgrade buildings, then when the player gets to the town, all the upgrade building locations are there. The problem is that you have to decide if it's worth doing that or not. If you do, that means you have to have it for each player.

Let's pretend you have 4 players and 3 towns. Would it be better for you to set 3 locations for upgrade buildings for each player, or simply set 3 locations at every town?
Well,
4(players)*3(upgrade buildings) = 12
3(towns)*3(upgrade buildings) = 9
Then you would want to use the locations normally, one on each building at each town.

If you had 4 players and 6 towns...
4(players)*3(upgrade buldings) = 12
6(towns)*3(upgrade buildings) = 18
So you would want to cycle your triggers. Though this involves slightly more triggers, but can be easily done with death counters.

Sometimes you could even do this:
Have a location follow your hero. Once your player runs into an upgrade building, you own it so long as no one else does. You can do that with switches or death conters.
so
cond.
'p1 upgrade_eBay' (eBay for engineering bay, lol) is cleared.
(same for p2)
(same for p3)
(same for p4)
act.
give Engineering bay owned by player (computer) to current player at 'player locaton'.
Set player 1 'own_upgrade_ebay'.
preserve triggers.

Then you do that for each player. Then you have

cond.
player 1 brings exactly 0 engineering bay to 'player location'
'p1 upgrade_eBay' is set
act.
clear 'own_upgrade_ebay'
preserve triggers

And then

cond.
player 1,2,3,4 brings exactly 0 engineering bay to p1,2,3,4 locations
act.
give unit back to computer.
preserve.


Of course, there are flaws which you can figure out how to fix such as if two players walked to them in different towns, one of them walks off, the one upgrade buliding with the player who walked off still owns it.. until EVERYONE is off. So you can figure out how to do that (Death counters is a good way to do that actually).

You can use these techniques for a lot of things, nto just rpgs and upgrade buildings. Be creative smile.gif
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