Staredit Network

Staredit Network -> UMS Assistance -> Upgrade Transfer Question
Report, edit, etc...Posted by SpaceDominator on 2006-04-29 at 00:55:54
Hello.

I will be the first to admit that I don't do a ton of map making, and am not the most fluent individual at Staredit and the such. However, I have a question about whether or not the following is possible.

I am working on a concept called "Chain of Command." Basically it consists of two teams of 3 players each controlling one base on opposite sides of the map. This idea is very similar to a Team Melee, except that only one person controls the base at a time. Every five minutes the control of the base switches to the second player. However, here is my question. Is there a way in which for example, I can take the upgrades of the first player and basically transfer them to the second player. In other words, let's say that the first player researched the Siege Upgrade for the Siege Tanks. Is it possible to give the second player that same ability already researched?

In our first test it seemed a bit odd when one player would have a +1 ground attack upgrade, and then when it switched to the second player that +1 upgrade would disappear. I'm just curious if there is a way to fix this problem.

Thanks a lot for your time!
-SpaceDominator
Report, edit, etc...Posted by Zeratul_101 on 2006-04-29 at 01:10:44
special abilites like seige mode, and mindcontrol are transferable. Upgrades are not, like you've already discovered. I think people have been trying to solve the upgrade issue for awhile but its impossible as far as i know
Report, edit, etc...Posted by SpaceDominator on 2006-04-29 at 01:13:35
Alright fair enough. So how exactly would I go about transferring the special abilities from one player to another? That would be satisfactory enough for what I'm after.

Basically, you're talking to a strategist who is interested in making a map based off of strategic concepts without a huge background in Map Making. smile.gif
-SpaceDominator
Report, edit, etc...Posted by L-inspecteur_Chocolat on 2006-04-29 at 10:11:06
You have to preset the technology for a computer player as "researched", and when you want to transfer the technology, you create a unit that the tech belongs to for the computer, then you give it to the human player.
Report, edit, etc...Posted by SpaceDominator on 2006-04-29 at 10:33:57
Alright, I see how that basic idea could work overall.. Perhaps, I need to add a bit more of an explanation. Let's say that Player 1 in my idea upgraded Stim Pack for the Marines/Firebats but not the Marine Upgrade Range. Would following this system just give the second Player(player 2, the player I want the units transferred to) just the Stim Pack upgrade or would it give both the Marine Upgrade Range and the Stim Pack upgrade?

Basically I'm after some sort of system that will duplicate all of the units with the same abilities and be able to move them from One Player to the next.

Thanks for the reply though, that does give me something to think about.
-SpaceDominator
Report, edit, etc...Posted by PCFredZ on 2006-04-29 at 13:25:07
If P1 researched Stim Packs and you give a Marine or Firebat for P1 to P2, P2 will get the upgrade for free.

I suppose what you can do in your map is, right before giving P1's base to the next player, create every upgradeable unit for P1 in a separate area, then give the base and these new units, and then remove those units. This is so that P1 can give an upgrade like Stim Packs even if he doesn't have a Marine.

FYI, you can also transfer resources exactly from one player to another. If you want to add that to your map as well, I can explain it.
Report, edit, etc...Posted by SpaceDominator on 2006-04-29 at 23:17:13
Thanks for the response.

First of all, I would definitely like to know how to transfer resources exactly from one player to another, it would definitely be a different dimension to the map that would add another strategic element to it. Although I must admit there is something a bit interesting about having each player just using the minerals and gas that themselves mine.

I'll give what you suggested PCFred a try, and we'll see if I have any problems with it from there. smile.gif My other question would then have to be this. Say I go about and create every upgradable unit and give them to the next player. Would this thus mean that they gain upgrades for units that they themselves have not yet researched? Again, this is just a product of my own lack of experience using the Map Editor.

I look forward to the next reply about the resources.

Thanks Again!
-SpaceDominator
Report, edit, etc...Posted by PCFredZ on 2006-04-30 at 00:05:27
QUOTE(SpaceDominator @ Apr 29 2006, 11:16 PM)
My other question would then have to be this. Say I go about and create every upgradable unit and give them to the next player. Would this thus mean that they gain upgrades for units that they themselves have not yet researched?
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That is correct. However, keep in mind that units do not need "research" to be built. Research is the process to get upgrades, while unit prerequisites are all done through buildings. The sole exception to this is Lurkers. If you give a Lurker to a Zerg player without Lurker Aspect researched, he will not gain the ability to create Lurkers. You must give a Lurker or Hydralisk with Lurker Aspect researched. Since in normal games Lurkers will not be present for a player unless Lurker Aspect is researched as well, this will usually not be a problem.

To summarize, a player receives upgrades based on 2 factors:
What unit the giving player is giving away
What research the giving unit has researched
It does not depend on what the receiving player has



Giving minerals and gas has several variations, and I'll list a few:
-One player converts his minerals and gas to separate death counts, then the death counts are converted back to resources to the next player
-One player converts his minerals and gas to an unused computer player's stockpile, then the computer player's stockpile is converted to the next player's resources
-One player transfers his minerals and gas to a temporary storage place (death counts or computer player), receives his resources from the player above him, that player receives resources from the player above him, and the very top person receives his resources from the temproary storage

Personally I like the second one because it is easy to manipulate in cases where not all players are present, but you can take your pick. If you want to know exactly how to do a given method, just tell me which one you'd like to go with.
Report, edit, etc...Posted by SpaceDominator on 2006-04-30 at 11:55:11
Thanks again PCFredZ,

I'll just have to do a bit of experimentation with the transferring of the special abilities, which is fine. Out of the other methods that you've listed for the transferring of minerals, I would have to agree that the second one seems the most logical; if you wouldn't mind taking the time to let me know how that would work, I would be appreciative.

The only other issue that I'm not sure if there is a solution for occurs during the switch from one player to another. What occurs is that while P1's drones are mining, once the switch occurs all of the commands issued cease. It's not a major problem for what I want to do with the map as it forces the players to pay a little more attention to it. I doubt there is a fix to that, but I thought I might as well throw it out there.

Thanks again!
-SpaceDominator
Report, edit, etc...Posted by PCFredZ on 2006-05-01 at 21:05:46
QUOTE(SpaceDominator @ Apr 30 2006, 11:54 AM)
Thanks again PCFredZ,

I'll just have to do a bit of experimentation with the transferring of the special abilities, which is fine. Out of the other methods that you've listed for the transferring of minerals, I would have to agree that the second one seems the most logical; if you wouldn't mind taking the time to let me know how that would work, I would be appreciative.

Preparation notes:

-Human players are on a single force (Force1 will be used in this example)
-1 computer player (P8 will be used in this example) to use as resource transferring "hub"
-1 unused unit (Rhynadon will be used in this example) to use for death counter (there are countless alternatives to this, but death counters are what I personally prefer)

CODE
Rhynadon deaths note

Human player
0 death = idle
1 death = giving minerals
2 death = giving gas
3 death = receiving minerals
4 death = receiving gas

P8
0 death = idle
1 death = receiving resources
2 death = finished receiving
3 death = transferring resources


=Trigger Set A: start transfer from human to computer=

CODE
Trigger 0 (initiate transfer)
Players: Force1
Condition: P8 suffers exactly 0 deaths of Rhynadon
Condition: [Whatever condition you want to start the money transfer]
Action: Set deaths for current player to 1 for Rhynadon
Action: Set deaths for P8 to 1 for Rhynadon

Trigger 1
Players: Force1
Condition: Current player suffers exactly 1 deaths of Rhynadon
Condition: Current Player accumulates at least 4096 ores
Action: Set resources for current player: subtract 4096 ores
Action: Set resources for P8: add 4096 ores
Action: Preserve Trigger

Trigger 2
Players: Force1
Condition: Current player suffers exactly 1 deaths of Rhynadon
Condition: Current Player accumulates at least 2048 ores
Condition: Current Player accumulates at most 4095 ores
Action: Set resources for current player: subtract 2048 ores
Action: Set resources for P8: add 2048 ores
Action: Preserve Trigger

Trigger 3
Players: Force1
Condition: Current player suffers exactly 1 deaths of Rhynadon
Condition: Current Player accumulates at least 1024 ores
Condition: Current Player accumulates at most 2047 ores
Action: Set resources for current player: subtract 1024 ores
Action: Set resources for P8: add 1024 ores
Action: Preserve Trigger

[Repeat... see the pattern?]

Trigger 13
Players: Force1
Condition: Current player suffers exactly 1 deaths of Rhynadon
Condition: Current Player accumulates exactly 1 ore
Action: Set resources for current player: subtract 1 ore
Action: Set resources for P8: add 1 ore
Action: Preserve Trigger

Trigger 14
Players: Force1
Condition: Current player suffers exactly 1 deaths of Rhynadon
Condition: Current Player accumulates exactly 0 ore
Action: Set deaths for current player to 2 for Rhynadon
Action: Preserve Trigger

[Repeat triggers 1-13 for gas with 2 in place of 1 for Rhynadon deaths]

Trigger 28
Players: Force1
Condition: Current player suffers exactly 2 deaths of Rhynadon
Condition: Current Player accumulates exactly 0 gas
Action: Set deaths for current player to 0 for Rhynadon
Action: Set deaths for P8 to 2 for Rhynadon
Action: Preserve Trigger


=Trigger Set B: start transfer from computer to human=

CODE
Trigger 0 (initiate transfer)
Players: Force1
Condition: P8 suffers exactly 2 deaths of Rhynadon
Condition: [Whatever condition you want to select the receiving player]
Action: Set deaths for current player to 3 for Rhynadon
Action: Set deaths for P8 to 3 for Rhynadon

Trigger 1
Players: Force1
Condition: Current player suffers exactly 3 deaths of Rhynadon
Condition: P8 accumulates at least 4096 ores
Action: Set resources for current player: add 4096 ores
Action: Set resources for P8: subtract 4096 ores
Action: Preserve Trigger

[Get the drift?]

Trigger 28
Players: Force1
Condition: Current player suffers exactly 4 deaths of Rhynadon
Condition: P8 accumulates exactly 0 gas
Action: Set deaths for current player to 0 for Rhynadon
Action: Set deaths for P8 to 0 for Rhynadon
Action: Preserve Trigger


QUOTE
The only other issue that I'm not sure if there is a solution for occurs during the switch from one player to another. What occurs is that while P1's drones are mining, once the switch occurs all of the commands issued cease. It's not a major problem for what I want to do with the map as it forces the players to pay a little more attention to it. I doubt there is a fix to that, but I thought I might as well throw it out there.

Thanks again!
-SpaceDominator
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The Area Town script might help with the mining, and there is a trigger trick to stop units from moving. Think those could work for you?
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