Staredit Network

Staredit Network -> UMS Assistance -> Restarting a puzzle
Report, edit, etc...Posted by HolySin on 2006-01-29 at 21:01:05
Ok, I have a puzzle where you have a 10x10 tile area split into 25 squares with 5 pylons (P) and a machine shop (M). Looks like this:

X X X X X
X P X P X
X X P P M
X P X X X
X X X X X

To restart the level, you have to kill a pylon. This is where the problem comes in. This is how my restart trigger is:

Trigger
Description:
Restart Trigger
Players:
¤ Computer (Player 7)
Conditions:
¤ Bring(P8, AtMost, 4, Pylon, L2);
Actions:
¤ KillUnitAt(All, AnyUnit, L2, Force1);
¤ MoveUnit(1, Pylon, P8, Anywhere, 2-9);
¤ MoveUnit(1, Pylon, P8, Anywhere, 2-13);
¤ MoveUnit(1, Pylon, P8, Anywhere, 2-14);
¤ MoveUnit(1, Pylon, P8, Anywhere, 2-17);
¤ CreateUnit(1, Pylon, 2-7, P8);
¤ PreserveTrigger();


L2 is the entire 10x10 area. 2-* Are just squares within L2. Looks like this:
1__2__3__4__5
6__7__8__9__10
11_12_13_14_15
16_17_18_19_20
21_22_23_24_25

2-9 would be located where the 9 is, 2-13 would be located where the 13 is, etc.

My problem is that sometimes, the pylons don't adjust to where I want them originally (top layout). I understand that its because of the way that starcraft executes the triggers from position to timing. How would I trigger the triggers so that they return to their original positions?
Report, edit, etc...Posted by Demaris on 2006-01-29 at 21:11:49

I think a solution would be just to have 5 or 6 locations just for resetting.
Report, edit, etc...Posted by Red2Blue on 2006-01-29 at 21:15:56
It would be alot easier if you posted the map.
Report, edit, etc...Posted by Corbo(MM) on 2006-01-29 at 21:17:22
what about killing and creating them again?
Report, edit, etc...Posted by Red2Blue on 2006-01-29 at 21:23:44
Don't kill units, it's a misconception!

Always remove your units. Why? Because removing units is almost 2x faster then killing it. Reason? When a unit is killed it goes through its death animation. This death animation must be complete before the unit is registered as nonexistant. Rawr!

Why not have all the creation triggers in one area? Meaning, every time the grid is redrawn you have all the triggers executed in one area:


<Machine Shop Creation Triggers Here>
--
--
-
-

<Pylon Creation Triggers Here>
--
--
-
-


yadda yadda.

Also, make sure you use smaller locations then in staredit. Use a program to make the locations smaller then the actual size of 2x2. The natural grid of sc is designed in such a way that buildings that are sorta-kinda near the location are affected by the location around it (just do it, it will save you some trouble).
Report, edit, etc...Posted by HolySin on 2006-01-29 at 21:25:43
Problem: Can't really make the locations smaller, it's a part of a bound.
Report, edit, etc...Posted by Red2Blue on 2006-01-29 at 21:28:06
Double the amount of locations. Easy as pie.
One smaller, one larger.
Report, edit, etc...Posted by HolySin on 2006-01-29 at 21:29:22
That would mean putting an hour of work to waste. Also, the only unit I'm killing is the zergling, nothing to do with my problem.
Report, edit, etc...Posted by Corbo(MM) on 2006-01-29 at 21:30:32
considering its a bound
he will not like to consume another ..what 25 locations right?
so better think of a faster way like killing units tongue.gif lol jk yeah removing pwns but you do not get that cool death animation.
the flingy will just disappear :S out of nowhere thats ugly better kill it tongue.gif
Report, edit, etc...Posted by HolySin on 2006-01-29 at 21:34:59
I'm not killing nor removing any of the problem causing units in my actions. It's moving them and creating one.
Report, edit, etc...Posted by Corbo(MM) on 2006-01-29 at 21:37:04
hmmm...god...then hmmm
what about moving them but hmm say...how do i explain this move them like say one block before the place they should be then move them to where they should
be hmm dunno if it will do anything but you should try it
Report, edit, etc...Posted by Red2Blue on 2006-01-29 at 21:40:34
read it again:

Never kill, remove only.
Remove the machine shops for p12.

If all else fails, put a wait condition before moving the pylons.
Report, edit, etc...Posted by HolySin on 2006-01-29 at 21:52:31
I'm not moving the machine shop, it's only there to serve as a blocker.

ADDITION:
Nevermind, by using my absolute genius, I fixed my own problem.
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