Staredit Network

Staredit Network -> UMS Assistance -> [SOLVED] Mineral Income
Report, edit, etc...Posted by La-Dragon on 2006-01-23 at 21:33:15
Ok, here's my map.

16 'cities'. (This game is kinda like Diplomacy.) 13 cities are capturable. Each city generates 5 minerals per minute. Do you know how to make it generate minerals WITHOUT any switches? [Switches are confusing to me, especially if I use like 50 switches.] I'm only using normal Staredit. And, when someone loses a city (Armory), you lose that income.

ranting.gif

AHH!

I'm currently doing this:

Current Player commands exactly 2 City.

Modify resources for current player: Add 10 Ore.
Wait 60000 Milliseconds.
Preserve trigger.

It doesn't work for every minute. The minerals only appear if I start with two cities.
Also, my countdown timer in the beginning of the game is set to 60 seconds. After 1 minute, the countdown timer goes away, even after I put preserve trigger for the timers.

Anyone that knows how to make Diplomacy maps, please help!
Report, edit, etc...Posted by Fwop_ on 2006-01-23 at 22:03:12
Hyper Triggers

Death Counters

Hyper triggers are optional, just a use for personal preference. You can use the death counters to determine the time until the cities generate minerals. If you read through the tutorials it will help you to find the amount of counters you need for the minute, which is like 660 or something. So just have an unused unit continually being added in deaths, and when the deaths reach a certain point, subtract and detect the amount of cities owned and add the appropriate amount of minerals. Hope that helped.

If you don't want to use death counters (which you probably won't) you have to reset the countdown timer each time it hits 0. If you use the countdown timer, you don't need to use the wait actions, which could result in wait blocks.
Report, edit, etc...Posted by La-Dragon on 2006-01-23 at 22:12:10
Er.. That's kinda confusing.. I just don't understand this..

You command 1 city. You get 5 minerals each minute.
You command 2 cities. You get 10 minerals each minute.


I don't know how to make it do that. Plus the countdown timer is like this:

Beginning of the game: 60 seconds
After the 60 seconds are up, the countdown timer doesn't start again.
Sorry, I kinda suck at making maps..

Heres another problem:

You command 2 cities. You lose one city. Now you only get 5 minerals each minute.
Report, edit, etc...Posted by Fwop_ on 2006-01-23 at 22:19:55
Trigger
Players:
¤ To Whom It May Concern
Conditions:
¤ Countdown Timer is exactly 0 seconds
¤ Elapsed Game Time is at least 3 game seconds
Actions:
¤ Set Countdown timer to: 60
¤ Set Deaths for Current Player of "Unit X" to 1.
¤ Preserve Trigger


You use at least 3 games so it doesnt automatically fire the trigger. So you have 3 seconds to just start the countdowntimer at 60 seconds. Unit X is any unit that you wouldn't normally see in-game.

For finding the amount you should receive after each 60 seconds.

Trigger
Players:
¤ To Whom It May Concern
Conditions:
¤ Current Player has suffered exactly 1 deaths of "Unit X".
¤ Current Player Commands exactly 1 City.
Actions:
¤ Set Deaths for Current Player for "Unit X" to 0.
¤ Set Resources for Current Player to: Add 5 Minerals.
¤ Preserve Trigger


Trigger
Players:
¤ To Whom It May Concern
Conditions:
¤ Current Player has suffered exactly 1 deaths of "Unit X".
¤ Current Player Commands exactly 2 City.
Actions:
¤ Set Deaths for Current Player for "Unit X" to 0.
¤ Set Resources for Current Player to: Add 10 Minerals.
¤ Preserve Trigger


Just do the amount of cities possible to have, so you don't do extra work. If you have 2 cities, and lose 1, then the 1 City trigger will fire, because you don't have 2 Cities anymore.
Report, edit, etc...Posted by La-Dragon on 2006-01-23 at 22:58:45
Do I need 3 players at a time to test the map or can I just go on single player to test it?
Report, edit, etc...Posted by Demaris on 2006-01-24 at 11:25:23

Hyper triggers fire 12 times a second, so if you need 60 seconds, thats 12x60, or 720.

Have hyper triggers, and this:
Trigger
Description:
Add Deaths
Players:
¤ Player 1
Conditions:
¤ Always.
Actions:
¤ Add 1 death for Cantina for player 1
¤ Preserve trigger


And another like this:

Trigger
Description:
Timer
Players:
¤ Whoever the timer applies to
Conditions:
¤ Player 1 has suffered at least 720 deaths of "Cantina"
Actions:
¤ Whatever happens after the timer ends.
¤ Set deaths for Player 1, Set Cantina to 0
¤  Preserve trigger

That should work wink.gif

Report, edit, etc...Posted by Bringer on 2006-01-24 at 17:17:40
You could always go the route of a countdown timer and locations. Actually you are using locations anyway if they are capturable. Just have a countdown timer that is set to repeat every minute. This way may be easier for you to understand.


Trigger
Description:
City Cash
Players:
¤ All Players
Conditions:
¤ Current Player Brings at least 1 Armory to "Location City #"
¤ Countdown timer is exactly 59 seconds
Actions:
¤ Add 5 Minerals to Current Player
¤ <Optional>Display Text (City #)
¤ Preserve Trigger
¤ <Optional>Comment
Report, edit, etc...Posted by La-Dragon on 2006-01-25 at 15:53:17
My map is almost done now.. I'll probably add some things with SEDIT X-tra..


ADDITION:
Omfg, god damnit..

I tested this out with my friend.. He was teal and he didn't get any minerals for each city. It works for red though. Not sure about blue.

Fwop, come back!
Report, edit, etc...Posted by rockz on 2006-01-25 at 17:30:07
QUOTE(La-Dragon @ Jan 25 2006, 03:53 PM)
My map is almost done now.. I'll probably add some things with SEDIT X-tra..
ADDITION:
Omfg, god damnit..

I tested this out with my friend.. He was teal and he didn't get any minerals for each city. It works for red though. Not sure about blue.

Fwop, come back!
[right][snapback]412374[/snapback][/right]

I assume red and teal are on the same force, so change the owner of the triggers to the force. If you only have the triggers owned by player 1, they will only work for player 1. Also, I highly suggest you use the x-tra editor, as it does everything regular staredit does, but better. Starforge and SCMDraft have their own pluses and minuses, but for most everything, you should use x-tra.
Report, edit, etc...Posted by La-Dragon on 2006-01-25 at 17:48:38
Yes, player 1, 2, and 3 (red, blue and teal in order) are all in the same force. The triggers and forces are like this...


.Forces.

Rival Generals-
Player 1
Player 2
Player 3

.Triggers.

Rival Generals-

Current player has suffered exactly 1 deaths of Protoss Zealot.
Current player commands at least 1 City.

Modify death counts for current player: Set to 0 for Protoss Zealot.
Modify resources for current player: Add 5 ore.
Preserve Trigger.

Fwop_ told me to do that for all the cities and I did. Each person starts out with one city.. Shouldn't the triggers work for everyone?

The death trigger is like this for each person.

Player 1:
Countdown timer is exactly 0 game seconds.
Elapsed scenario time is at least 3 game seconds.

Modify Countdown timer: Set to 60 seconds.
Modify death counts for Player 1: Set to 1 for Protoss Zealot.
Preserve Trigger.

Player 2:
Countdown timer is exactly 0 game seconds.
Elapsed scenario time is at least 3 game seconds.

Modify Countdown timer: Set to 60 seconds.
Modify death counts for Player 2: Set to 1 for Protoss Zealot.
Preserve Trigger.

Player 3:
Countdown timer is exactly 0 game seconds.
Elapsed scenario time is at least 3 game seconds.

Modify Countdown timer: Set to 60 seconds.
Modify death counts for Player 3: Set to 1 for Protoss Zealot.
Preserve Trigger.

Shouldn't it work for everyone?!?
Report, edit, etc...Posted by Fwop_ on 2006-01-25 at 17:56:59
QUOTE(La-Dragon @ Jan 25 2006, 04:48 PM)
Player 1:
Countdown timer is exactly 0 game seconds.
Elapsed scenario time is at least 3 game seconds.

Modify Countdown timer: Set to 60 seconds.
Modify death counts for Player 1: Set to 1 for Protoss Zealot.
Preserve Trigger.

Player 2:
Countdown timer is exactly 0 game seconds.
Elapsed scenario time is at least 3 game seconds.

Modify Countdown timer: Set to 60 seconds.
Modify death counts for Player 2: Set to 1 for Protoss Zealot.
Preserve Trigger.

Player 3:
Countdown timer is exactly 0 game seconds.
Elapsed scenario time is at least 3 game seconds.

Modify Countdown timer: Set to 60 seconds.
Modify death counts for Player 3: Set to 1 for Protoss Zealot.
Preserve Trigger.

Shouldn't it work for everyone?!?
[right][snapback]412890[/snapback][/right]


For the Countdown Timer, you can just use 1 trigger. What's happening is that when the Timer is 0, Player 1 gets the 1 Zealot Death, and sets the timer to 60, making it impossible for the other players to get the money trigger. So make try and make it like this:

Players 1,2,3 (Or Force 1):
Countdown timer is exactly 0 game seconds.
Elapsed scenario time is at least 3 game seconds.

Modify Countdown timer: Set to 60 seconds.
Modify death counts for Current Player: Set to 1 for Protoss Zealot.
Preserve Trigger.

That should make them all working fine.
Report, edit, etc...Posted by La-Dragon on 2006-01-25 at 23:06:13
Woot! Everything is working perfectly now. I will report more things if I find anything wrong!!
Next Page (1)