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Staredit Network -> UMS Assistance -> Day/Night
Report, edit, etc...Posted by Zombie on 2006-01-31 at 23:17:20
Is this possible to make a day and night map? 24 mins instead of hours, How would i go about doing this? How to make the timer to switch between night and day and how to do a night map. If its possible.
Report, edit, etc...Posted by Moogle on 2006-01-31 at 23:22:31
Ok, 12:30 Mins/Sec = Time takes change over from day/night. I guess you can set switch for it turn day/night once timer at 12:30, once hit 23:50 can turn night/day and if death suffered clear it. O.o many ways do it im sure fwop may know a better way or beer or legacy =/ i'll wait for someone else answer it due factor many ways i can think up in my head just suck at explaining.

\\Moogle
Report, edit, etc...Posted by Red2Blue on 2006-01-31 at 23:58:06
It's possible.

Do it using a countdown timer. Set the timer to 0, pause the timer.

Then have a deathcounter to have it count the seconds in a minute.
A deathcounter is something that keeps a value of how many times a unit has died. If you use a unit that cannot die then it is a prime choice. Use a flag or powerup.

Use a hyper trigger (this is required).

[Always//wait 0msx63, preserve]x3+



In the trigger in the actions look for the: "set unit deaths for current player, add, 1" preserve trigger.

There are 13 deathcount ticks per second 60 seconds in one minute.
you would get: 780 deathcounts.

In a new trigger put:

current player has suffered at least 780 deaths of flag// set deaths of flag to 0, add 1 to countdown timer, preserve trigger.

Now with all of that, it will have a timer at the tim which counts infinitely how many minutes are counted.

To have time loop back down to 0 after it hits 24 (because there's 24 hours in one day),

countdown timer is at least 25 seconds, set countdown timer to 0. Pow!

24 hours in one day.


Now if you want any night or day actions to happen, just put in effects like:

countdown timer is exactly 12// display message: "it is now noon" Or something spectacular like that.

There you go... pm me if you need me, I wasn't too specific in that and it's late.


Report, edit, etc...Posted by Fwop_ on 2006-02-01 at 00:06:05
QUOTE(Red2Blue @ Jan 31 2006, 10:58 PM)
There are 13 deathcount ticks per second 60 seconds in one minute.
you would get: 780 deathcounts.
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More accurately, it's about 12. The way Red2Blue described would probably be the easiest way to set up a system like this. There are always more than one way to do a trigger system, just need to be creative and configure it to your liking.
Report, edit, etc...Posted by Zombie on 2006-02-01 at 00:13:43
Now that i know how to do the timer. How will i make it look like the map is dark? or give it the feeling?
Report, edit, etc...Posted by Red2Blue on 2006-02-01 at 00:19:43
There is no way really.
You could lay over some pylon auras and move the units to the pylon area. But that makes more of an underwater kind of thing.

There's no real way to make things look dark.
Report, edit, etc...Posted by Zombie on 2006-02-01 at 00:21:50
Maybe i will just do it the old way then ;P thanks red2blue and fwop for the help smile.gif
Report, edit, etc...Posted by Fwop_ on 2006-02-01 at 00:22:13
If you are in control of just 1 unit, like an RPG, you could have a medic blind the character, imparing its vision for nighttime only. To do that though, you would have to set it up so you would be able to have vision in nighttime.
Report, edit, etc...Posted by Rantent on 2006-02-01 at 01:16:17
You could use a cutscene like on zelda MM, blinding the unit during this time.

Or if you were really good, you could import a system where you share vision with a player who does not regularly appear in the game, and you could either use some sort of map revealer, or a more complicated system of creating and removing units at select times.

I believe tuxedo-templar was working on something like that for something, not sure what happened to it though.

Then again, this gives me an idea for an even more radical idea, which I'll attempt before you. bleh.gif
Report, edit, etc...Posted by Fwop_ on 2006-02-01 at 01:27:17
If it's more of an RPG thing you want, you could look at Death Knights III, it has a nice day/night feature.
Report, edit, etc...Posted by smasher25 on 2006-02-01 at 01:28:12
whoa thousands of answers before my very eyes. (note that was hypervole, [how do you spell that] that i used) Countdown timer is the best suggestion, but i use elasped time, and elasped time is sumthing and then you can switch.
Report, edit, etc...Posted by The_Shattered_moose on 2006-02-01 at 06:25:05
Smasher, elapsed time would do no good for multiple days and nights, as you would have to set new values for each day/night. An automatically renewing timer system works much better.
Oh, and I suppose you could extend unit vision using like an air unit during the day then take it away at night...
I have an idea for another system for this too, might post it later today once I work on it.
Report, edit, etc...Posted by Zeratul_101 on 2006-02-01 at 12:08:02
QUOTE(Zombie @ Jan 31 2006, 11:13 PM)
Now that i know how to do the timer. How will i make it look like the map is dark? or give it the feeling?
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well, this might be unconventional and might hamper gameplay, but what about cloaked engineering bays? using their shadows to darken up the map. of course, it would only be applicable in an rpg and with mobile grids.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-01 at 12:13:49
For the day/night feel, blind your character, then for day just create/remove a scourge above the character continuously.
Report, edit, etc...Posted by Zombie on 2006-02-01 at 12:29:19
How can i get a medic to do that though?
Report, edit, etc...Posted by flipmonkey on 2006-02-01 at 12:40:14
Dont ask me about the medic thing but, wut im think is you can have a couple of observers be created around the map during the day so u can see all cloaked units and remove them once its night time. So then u wont be able to see them at night.
Report, edit, etc...Posted by The_Shattered_moose on 2006-02-01 at 15:56:39
A medic can be made to use optical flare if it is being attacked, has the spell researched, and has pleanty of energy. The medic should then blind all enemy units around it.
Report, edit, etc...Posted by Fwop_ on 2006-02-01 at 17:39:58
Make Computer Use Spells

Go there to find out how to get the medic to blind.

If you continuously create and remove a scourge above a unit, the unit will begin to slow down and about every two to three seconds, a frame skips, so you won't have vision for it. Just thought you might want to know that.
Report, edit, etc...Posted by Red2Blue on 2006-02-03 at 08:00:04
Not only that but the unit thats created over it sometimes shows itself. This can cause some visual disturbances that shouldn't need to happen; as well as some clicking and selecting issues.
Report, edit, etc...Posted by Zombie on 2006-02-05 at 15:49:53
After trying the thing rb suggested, it wont work... Can someone maybe rexplain with a little more detail and use xtra terms? or the trigger thing

step by step
Report, edit, etc...Posted by Kumano on 2006-02-05 at 21:13:11
QUOTE(Red2Blue @ Feb 3 2006, 05:00 AM)
Not only that but the unit thats created over it sometimes shows itself. This can cause some visual disturbances that shouldn't need to happen; as well as some clicking and selecting issues.
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No, it wouldn't do that if it gets removed directly after being created in the same trigger.
Report, edit, etc...Posted by Zombie on 2006-02-06 at 12:44:06
so anyone going to help? tongue.gif.


the death counters will work on the young crystallis thing right?
Report, edit, etc...Posted by in_a_biskit on 2006-02-06 at 19:03:51
err.. what exactly did you want to do now..?
Use a medic to blind units? Create virtual vision by creating and removing scourges? Use pylon aura sprites to darken an area?

..I must have missed something, because I don't see anything on young crystallises...
Report, edit, etc...Posted by Azu on 2006-02-07 at 02:30:58
He is asking if he can use the death counter of young crysalis as a counter.
Report, edit, etc...Posted by in_a_biskit on 2006-02-07 at 04:46:38
Oh, thanks. Yes, you can manipulate death counts of young chrysalis (or any other powerup), and they work in the same way as for any other unit (except that they don't actually die in a game).
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