Staredit Network

Staredit Network -> UMS Assistance -> Shared resources
Report, edit, etc...Posted by Azu on 2006-04-04 at 20:22:28
How do I make it so that force 1 shares resources with eachother? E.G. whenever anyone gets resources, it shows it added on everyone's screen force 1.. they all have the amount.. and when someone builds something, it takes away the resources from everyone in force1.. how? confused.gif
Report, edit, etc...Posted by fritfrat(U) on 2006-04-04 at 20:44:15
For a leaderboard, you would have to use something like custom score or units brought to location. I will do units the "controlled at location" with hydralisks as an example.

Hook each player up with however many mins they need to build everything they would ever need to. Whenever you add "minerals" for a player, whatever your system, make it so that instead of adding minerals it creates a burrowed unit for the force of the team.

Now, lets say you're keeping your players at 1000 minerals. Player 1 builds a 40 mineral building. Have triggers to add 1 mineral (for the individual player), remove 1 unit (for the force), until player 1's minerals reach 1000 again. Simple, eh?

The only downside is preventing players to build stuff when they can't afford it will be much harder. Here are a bunch of solutions I kind of came up with:

1. Have it so if you ever reach 0 units, kill buildings to get the value back above 0. Motivation smile.gif
2. Use tech trees, gas, not giving the scv, etc.. to not allow the player to build it unless they have the shared units/"minerals" necessary. For example, make an armory make a bunker, but only give the player a factory when they have enough money. Or, for example: have it so if the players (individually) have 40 minerals, give them 1 gas, and the bunker costs 1 gas.




Or, you COULD just make it so there is a "give player 100 minerals" beacon and forget this shared mineral thing all together smile.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-04-04 at 22:49:47
hm, the closest thing i could think of would be a "bank" system.

there would be a leader board showing total resources.
each player would have his minerals and gas represent mins and gas which he "cashed out" of the bank.
then, there should be a way for him to 'deposit' this money back into the bank.

This might not be exact enough for you, but it is simple

ADDITION:
also, to add more "sharing to this", when the player requests money that the bank doesn't have but the partner does, take the money from the partner and give it to the player
Report, edit, etc...Posted by XMercury on 2006-04-04 at 23:33:33
First of all, try modifying your triggers, so that you use "Force #" instead of "Current Player" or "Player #".

If that doesn't work, I have a brilliant idea for you. Here goes! Set up a system where all the "ore" accumulated by the human force goes to a neutral/computer player. Then you need a trigger that reverts the ore from the neutral player, back to gas for the human players, evenly. The only downside is, you'll have to modify the prices of every unit to 0 ore, and make everything cost gas. Here's an example:

---Trigger 1---
PLAYERS:
Human force#
CONDITION:
current player accumalates at least 8 minerals
ACTION:
Subtract 8 minerals for current player
Add 8 minerals for neutral player
Preserve trigger

---Trigger 2---
PLAYERS:
Neutral player
CONDITION:
Neutral player accumalates at least 32 resources
4 human players exist (thats not a valid condition. You'll have to set up a trigger that sets a player's status to active if they are in the game. Message me back if you need help with this)
ACTION:
Subtract 32 ore for neutral player
Add 8 gas for human player 1
Add 8 gas for human player 2
Add 8 gas for human player 3
Add 8 gas for human player 4
Preserve trigger
Report, edit, etc...Posted by Corbo(MM) on 2006-04-05 at 00:12:34
Now, this is a real problem because if You are smart enough You will realise that You will find Yourself in a permanent loopback in substracting the minerals anyways there's no other solution i guess because you always have to end up with some resources, i mean when you get 1 mineral it's supposed to be substracted from the current player, then you add 1 (custom or w/e the leader board count is) to the whole force i guess and then add the mineral/gas again but not for current player but for ALLIES or if you want to share resources with enemies too do it for all players tongue.gif anyways it will always be substracting and adding some minerals and sometimes you will need them realise you have them and when you build you don't because they were substracted tongue.gif so i recomend substracting and adding ammounts of 1 mineral instead of 8 or 10 or w/e and i strongly recomend using HYPER TRIGGERS
have fun with your life
Report, edit, etc...Posted by Kupo on 2006-04-05 at 00:40:44
Or use accumulate trigger, such as, player 1 has accumulated 8 ore, set resources for player 1, then set resources for force 1.
Report, edit, etc...Posted by Azu on 2006-04-05 at 10:25:48
Okay.. I've tried all of those ways.. and none are working right for me.. I just want it so everyone's minerals are together, like they are all 1 player. Not for everyone though, just for force 1. Not force 2. People get money from triggers, so it's easy for me to make it so when 1 person gets minerals everyone gets minerals. But I need to make it so all of there minerals are PUT TOGETHER and whenever anyone builds something, it takes the minerals away from EVERYONE without using the score board and without using gas because they are already being used by other things that I can't take out.

ADDITION:
Bump

ADDITION:
Please answer soon
Report, edit, etc...Posted by XMercury on 2006-04-05 at 11:43:36
QUOTE(Corbo(MM) @ Apr 4 2006, 10:12 PM)
Now, this is a real problem because if You are smart enough You will realise that You will find Yourself in a permanent loopback in substracting the minerals anyways there's no other solution i guess because you always have to end up with some resources, i mean when you get 1 mineral it's supposed to be substracted from the current player, then you add 1 (custom or w/e the leader board count is) to the whole force i guess and then add the mineral/gas again but not for current player but for ALLIES or if you want to share resources with enemies too do it for all players tongue.gif anyways it will always be substracting and adding some minerals and sometimes you will need them realise you have them and when you build you don't because they were substracted tongue.gif so i recomend substracting and adding ammounts of 1 mineral instead of 8 or 10 or w/e and i strongly recomend using HYPER TRIGGERS
have fun with your life

[right][snapback]459602[/snapback][/right]


OMG do i really have to explain it to you? Please people, if you don't know what you are talking about, don't bother posting.

Okay here goes...

the loopback will not happen, because the trigger only executes if the player accumulates the resource type, and the action resets the resource type, therefore leaving the trigger inactive, until the player mines more resources.

It doesn't really take a genius to work it out.

You are right however about the hyper triggers. I'd also recommend them.

By the way, I tested these triggers out myself and they work beautifully, so I could really do without nooby feedback this time.
Report, edit, etc...Posted by Zeratul_101 on 2006-04-05 at 12:02:08
QUOTE(XMercury @ Apr 5 2006, 09:43 AM)
the loopback will not happen, because the trigger only executes if the player accumulates the resource type, and the action resets the resource type, therefore leaving the trigger inactive, until the player mines more resources.
[right][snapback]459744[/snapback][/right]


accumalates means "to have," not "to mine." so you're wrong in that respect.
the fault i see in your system is that you can't even use vespene anymore

corbo, his system works because the player get mins, the transfers them to the computer, but then the computer gives back the mins as vespene. therefore the first trigger doesn't refire because it detects mins, not vespene.
Report, edit, etc...Posted by Mp)7-7 on 2006-04-05 at 13:18:42
Set a trigger for each player for the player to lose and add certain amount of minerals.
Report, edit, etc...Posted by Relentles_Agony on 2006-04-05 at 19:23:14
You need to specify how much to take when the control those buildings for each player
Report, edit, etc...Posted by fritfrat(U) on 2006-04-05 at 19:56:46
Mercury and Zeratul, your layouts do not accomplish what he is asking for.

Corbo, I have no idea what on earth you said in that big mass of text.


Listen, my system is perfect; if you want me to talk you through it, IM me at GreenAppleJones7. Sure, you need to use gas or some other limiter such as removing the scv, tech tree pre-reqs, etc., but I don't exactly see another way to do it so your minerals are truly shared.
Report, edit, etc...Posted by Corbo(MM) on 2006-04-05 at 20:02:32
QUOTE(Zeratul_101 @ Apr 5 2006, 10:01 AM)
accumalates means "to have," not "to mine." so you're wrong in that respect.
the fault i see in your system is that you can't even use vespene anymore

corbo, his system works because the player get mins, the transfers them to the computer, but then the computer gives back the mins as vespene.  therefore the first trigger doesn't refire because it detects mins, not vespene.
[right][snapback]459747[/snapback][/right]

wow, thz for explaining to him basics, after all it doesn't really take a genius to find out happy.gif, and anyways i never said it didn't work i just said it would repeat itself but in the case of converting minerals to gas with a trigger like that it will never happen a loopback, i was thinking of that but then i realised he actually said resources, that means ore and gas, thats why i said that but if he will not use minerals Uh...ok just substract all the minerals and for each mineral add 1 gas and preserve trigger and done.

ADDITION:
QUOTE(fritfrat @ Apr 5 2006, 05:56 PM)
Corbo, I have no idea what on earth you said in that big mass of text.
[right][snapback]460058[/snapback][/right]

tongue.gif thx man actually i did not want to bother pressing the enter key or doing it in fancy format thingy with BBcodes and stuff
Report, edit, etc...Posted by fritfrat(U) on 2006-04-05 at 20:08:43
Corbo, this is a period --> .

Try using it, it might make you understandable.

Now, I will clarify my system in hopes that it actually clears up whatever confusion anyone has about my proposed system (EDIT'd from Corbo having confusion). Lets say there are 3 buildings: one costs 40, another 100, another 150. If force 1 has atleast 40 shared minerals (owned by current player for conditions) and at most 99 shared minerals, then each player's gas will be set to 1 over and over. The 40 mineral building costs 1 gas, the 100 2 gas, the 150 3 gas.

Example: 50 shared minerals, one of the players builds the 40 building. Now, the ore for that player will be at 960 instead of 1000, so the player (who has at most 999 ore) has a trigger run that adds 1 ore for himself and removes 1 shared mineral for the entire force. Once there are only 39 shared minerals left, they will lose the gas, so the force can no longer build the building; and once the player has 1000 ore again, it stops removing the shared minerals.


EDIT: Also, make it so it does not try to remove units that aren't there, if two players build at exactly the same time. That way, the player stays at under 1000 minerals, and once the team earns more, it will be subsequently subtracted from the team. Or you could have it so it destroys stuff to make more shared minerals to subtract to get the ore for the player back to 1000 smile.gif.

Note that you can do it such that you can have many triggers to make the back-to-1000 triggers go faster:

Command atleast 1 shared min, mins at most 999: add 1 ore, minus 1 shared mins.
Command atleast 3 shared mins, mins at most 997: add 2 ore, minus 2 shared mins
Command atleast 7 shared mins, mins at most 993: add 4 ore, minus 4 shared mins.
Command atleast 15 shared mins, mins at most 985: add 8 ore, minus 8 shared mins.
Report, edit, etc...Posted by Corbo(MM) on 2006-04-05 at 20:12:42
eh...lol no i did not have any confusions about your system w/e
lol the period thing was damm funny
Report, edit, etc...Posted by Azu on 2006-04-05 at 21:58:15
Sorry but I don't understand how to put that into triggers.. can you please show me what the trigger is suppost to look like..? confused.gif

I don't understand your system at all.. you say to make the buildings cost gas instead of minerals.. but then you say to give everyone 1000 minerals.. and frit I don't understand your system either.. you want all players in force 1 to lose 1 men every time a building is built or something? Wtf? confused.gif

cry.gif
Report, edit, etc...Posted by Sinx on 2006-04-05 at 22:04:07
Only way for shared minerals I know of is using Team Free For All. And having team free for all there are alot of problems. Such as you both control each others units and without teamwork you'll be spending your time to see who can build first.
Report, edit, etc...Posted by Azu on 2006-04-05 at 22:07:40
Team free for all sounds really good, I wouldn't mind it being like that at all. How do I make it like that on UMS?
Report, edit, etc...Posted by Sinx on 2006-04-05 at 22:08:52
That's the other problem. You can't do that. That's one of the things about StarCraft I don't like.
Report, edit, etc...Posted by fritfrat(U) on 2006-04-05 at 22:11:15
Azu, the idea is that it subtracts the shared minerals as it re-adds up your minerals back to 1000. "Shared minerals" in this case is an amount of burrowed units. That way, if player 1 spends 40 minerals, it removes 40 units for the entire force as it all adds back up. I add in gas to prevent players from building the buildings when they do not have enough "shared minerals," or units, to do so.

IM me or try whispering me sometime maybe tomorrow if you still don't get it, I'll probably be on sometime between 8 and 10. It is a complex and confusing system, I admit, but it won't be too hard once you figure it all out.
Report, edit, etc...Posted by Azu on 2006-04-05 at 22:11:31
[rant]DAMNITDAMNITDAMNITDAMNITDAMNITDAMNITDAMNITDAMNITDAMNITDAMNITDAMITFARKINGPIECEOFUSELESSTRASCANTDOJACKshizWORTHshizONITNERFEDEUDSCANDOMOREshizONMELEETHENUMSLAGSLIKEshizSPAMMERSANDHACKERSEVERYWHERECANTRUNITWINDOWEDWHYTHEfarkDOIEVENPLAYITANYMOREAAAAARGH
[/rant]

Isn't there ANYWAY I can make it like that on UMS? I thought UMS was suppost to have more options then melee not less... confused.gif
Report, edit, etc...Posted by fritfrat(U) on 2006-04-05 at 22:12:17
There is no way to do Team Melee style in UMS games.
Report, edit, etc...Posted by Azu on 2006-04-05 at 22:13:10
Okay.. is there a way I can use sounds locations and triggers in a Team Melee game? That would be almost as good. o_o
Report, edit, etc...Posted by fritfrat(U) on 2006-04-05 at 22:14:05
No, there isn't. Use my system, it works fine.
Report, edit, etc...Posted by Azu on 2006-04-05 at 22:16:52
No, it doesn't, I don't want to have one unit randomly removed from every player on force 1 everytime someone builds something.
Next Page (1)