Staredit Network

Staredit Network -> UMS Assistance -> need help with my map
Report, edit, etc...Posted by Its-That-Guy on 2006-04-17 at 22:01:45
i've been making a new map and some triggers are messing up and i don't know why...
1. i did all the right triggers for kills to cash(i read the tutorials)to get one mineral every kill, and when i kill something my minerals keep going up by one about 5 times a second and never stops increasing...i don't know whats wrong..


2. everytime i start the map right at the beginning i can see the enemy computers units and the whole entire map is revealed the the fog where i can see all the buildings gets turned on. is there anyway to make it so i never see the enemys stuff?(BTW the enemy has units all around the map, and players only start with 1 civ so i don't know why for one second at the start of the game you can see the whole map)

3. i tried the making a burning tree thing but it doesn't work, i disabled the bunker(which is owned by the computer player) i put the bunker under a tree in xtra editor v2.6 special mode and did the trigger to disable it and another to set the HP to 15% but in game if you go bye the bunker tis visible, it isn't even shaded or anything, how do i get it so i can only see the flames?

can anyone help me?thank you in advance
Report, edit, etc...Posted by Demaris on 2006-04-17 at 22:07:21

1. Make sure you have each players kills only affect the player it is owned by, and make sure you set the kill score to zero in the trigger.

2. In SCMDraft, go to Scenario -> Remove Map Revealers -> Player 1.

OR

In the Forces Menu, uncheck the "Share Vision" Box.


3. Add this trigger:

Trigger
Description:
Bunker cloaking
Conditions:
¤ Always
Actions:
¤ Create 1 "Terran Science Vessel" at "The location where there bunker is"
¤ Wait 0 ms
¤ Remove all Terran Science Vessel For Player 1 at "The bunker Location"


And duplicate it for each bunker you want cloaked, changing the location for each one.
Report, edit, etc...Posted by Kupo on 2006-04-17 at 22:19:00
No do not do that, that makes the area visionable.

Do this


Trigger
Description:
cloak the darn bunker!
Players:
¤ players to be affected
Conditions:
¤ always
Actions:
¤ comment your trigger
¤ run ai script "turn on vision for computer who owns bunker"
¤ wait 0 Milliseconds
¤ turn off vision for computer who owns bunker

Report, edit, etc...Posted by Demaris on 2006-04-17 at 22:20:17

That makes the area visible too.
Report, edit, etc...Posted by Its-That-Guy on 2006-04-17 at 22:53:11
ok the kills to cash thing is working fine(except i dont get money for destroying buildings sad.gif )

at the begging of the game i can still see the entire map for a second or 2 and i removed the map revealers and turned off shared vision


i can still see the bunker under the tree, but i cant click on it which im pretty sure your not supposed to be able to click on things which doodad states are diasbled

this is how i have the bunker triggers:

null
Trigger
Players:
¤ player 7 (enemy computer player)
Conditions:
¤ always
Actions:
¤ disable doodad state for terran bunker at 'burning tree 1'



null
Trigger
Players:
¤ player 7
Conditions:
¤ always
Actions:
¤ turn on shared vision for player 7
¤ wait o m
¤ turn off shared vision for player 7



Report, edit, etc...Posted by Kupo on 2006-04-17 at 23:08:54
QUOTE(Demaris @ Apr 17 2006, 06:19 PM)

That makes the area visible too.

[right][snapback]467690[/snapback][/right]

No it doesn't, it takes awhile for the trigger to work so it cloaks the bunker, then turns off vision, so everything works fine. Don't beleive me? ask kenoli smile.gif

and yes its that guy, that sould work.
Report, edit, etc...Posted by Demaris on 2006-04-17 at 23:12:52

Fine, fine. It reveals just as much as my method tongue.gif
Report, edit, etc...Posted by Its-That-Guy on 2006-04-18 at 00:18:38
oh well i'm just going to take the bunker thing out, i'm doing exactly what you guys are saying and it doesn't work. but theres still the problem of seing the whole map at the start of the game

ADDITION:
anyone still trying to help?
Report, edit, etc...Posted by Kupo on 2006-04-18 at 01:06:08
QUOTE(Demaris @ Apr 17 2006, 07:12 PM)

Fine, fine. It reveals just as much as my method tongue.gif

[right][snapback]467749[/snapback][/right]

no it doesn't.

QUOTE(Its-That-Guy @ Apr 17 2006, 08:18 PM)
oh well i'm just going to take the bunker thing out, i'm doing exactly what you guys are saying and it doesn't work. but theres still the problem of seing the whole map at the start of the game

ADDITION:
anyone still trying to help?
[right][snapback]467768[/snapback][/right]

we have tried to help but you put our triggers down.
Report, edit, etc...Posted by JaFF on 2006-04-18 at 06:23:31
QUOTE(Its-That-Guy @ Apr 18 2006, 05:52 AM)
ok the kills to cash thing is working fine(except i dont get money for destroying buildings  sad.gif  )

at the begging of the game i can still see the entire map for a second or 2 and i removed the map revealers and turned off shared vision
i can still see the bunker under the tree, but i cant click on it which im pretty sure your not supposed to be able to click on things which doodad states are diasbled

this is how i have the bunker triggers:

null


Trigger
Players:
¤ player 7 (enemy computer player)
Conditions:
¤ always
Actions:
¤ disable doodad state for terran bunker at 'burning tree 1'



null


Trigger
Players:
¤ player 7
Conditions:
¤ always
Actions:
¤ turn on shared vision for player 7
¤ wait o m
¤ turn off shared vision for player 7

[right][snapback]467729[/snapback][/right]


the second trigger, you set the player wrong. it should be player 1 (the human player).

ADDITION:
QUOTE(Its-That-Guy @ Apr 18 2006, 07:18 AM)
oh well i'm just going to take the bunker thing out, i'm doing exactly what you guys are saying and it doesn't work. but theres still the problem of seing the whole map at the start of the game

ADDITION:
anyone still trying to help?
[right][snapback]467768[/snapback][/right]


if you see the whole map, there can be 2 things wrong:

1. you have vision with the PC player that has units all around the map.
(be sure that you DON'T give the PC player vision with triggers accidentally somewhere)

2. you have map revealers all around the map. delete them
Report, edit, etc...Posted by Mp)7-7 on 2006-04-18 at 14:48:05
I have a better one!

This is exactly how this trigger works: A player kills 1 unit, that player gets one gas; Once that player gets 15 (whatever you choose) gas, That player gets 1 civilian; The gas for that player gas gets switched back to 0. Depending on how often you want the players to receive civilians, all you have to do is change the number of vespane gas the player needs to create a civilian (using 15, the players get 1 civilian for every 15 kills) If you want more you raise that number, and obviously less you lower the number!


You will need two triggers for this effect to occur!

You will need one location for these triggers: Location "Civs" This is where the civilians spawn for the player to use or buy a unit with!


Trigger 1


Trigger
Description:
Civilians for Kills Trigger #1
Players:
¤ Players you want to receive Civilians
Conditions:
¤ Current Player Kill Score At Least 1
Actions:
¤ Modify Resources for Current Player Add 1 Vespane Gas
¤ Modify Score for Current Player Add 1 Custom
¤ Modify Score for Current Player Set to 0 Kills
¤ Preserve Trigger




Trigger 2


Trigger
Description:
Civilians for Kills Trigger #2
Players:
¤ Players you want to receive Civilians
Conditions:
¤ Current Accumulates At Least 15 Vespane Gas (can use any number)
Actions:
¤ Create 1 Civilian at Civs for Current Player
¤ Modify Resources for Current Player Subtract 15 Vespane Gas (same number used in conditions)
¤ Preserve Trigger



With this trigger make sure you use Hyper Triggers, without these the trigger may skip a few kills. You may lose one kill or so at most without them. Not that big of a deal! But over time say you have received 15 civilians, you would have received 16!


NOTE: If you are using Vespane Gas already: You may use Minerals; and if you are using both, You are also able to use units at a certain section of the map; you will have to create units and make units disappear; You will have to change the add 1 vespane gas (to) create 1 unit at location, accumulates 15 gas (to) brings 15 units to location, subtract 15 gas (to) remove 15 units from location. Using this you would need one more location to put the units that would count the amount of kills!

You can use same idea for minerals!
Report, edit, etc...Posted by Its-That-Guy on 2006-04-18 at 16:03:14
sorry 7-7 but i already got the kill to cash thing working fine, butthanks for trying to help smile.gif

i checked all around the map, theres not a single map revealer or a trigger that turns on shared vision, i have this:
Trigger
Players:
¤ player 7(enemy computer)
Conditions:
¤ always
Actions:
¤ turn off shared vision for player 1
¤ turn off shared vision for player 2
¤ turn off shared vision for player 3
¤ turn off shared vision for player 4
¤ turn off shared vision for player 5
¤ turn off shared vision for player 6
¤ turn off shared vision for player 8(computer that is on the players side)
¤ preserve trigger


i dont have any triggers that turn on shared visions with the players and computer player 7 in anyway
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-18 at 16:26:51
You're doing it for the wrong player.

It should look like this:

Trigger
Players:
¤ Human Players
Conditions:
¤ Always
Actions:
¤ Turn off shared vision for (computer players)


I know it seems backwards, but that's how it works.

Also: Do you still have the problem with not getting money for buildings? If you do, use the Kills and Razings score (I think thats what its called)
Report, edit, etc...Posted by Its-That-Guy on 2006-04-18 at 16:44:32
ty so much killer kow, you just solved the 2 biggest problems with my map, i cant believe the solution was so simple...ty again
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