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Staredit Network -> UMS Assistance -> Commands vs Brings?
Report, edit, etc...Posted by yoni45 on 2006-05-09 at 14:35:08
Is there a difference between

All Players Brings at most X number of units to Anywhere

and

All Players Commands at most X number of units

???
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-09 at 14:39:32
There is no Command At most X at anywhere.

There is command THE most at and command THE least at, but that's all.
Report, edit, etc...Posted by yoni45 on 2006-05-09 at 14:43:42
QUOTE(killer_kow @ May 9 2006, 12:39 PM)
There is no Command At most X at anywhere.

There is command THE most at and command THE least at, but that's all.
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And there's just "Commands", the X for which u can set to At Most, Exactly, or At Least wink.gif
Report, edit, etc...Posted by Kenoli on 2006-05-09 at 14:45:10
Yes, I went over this very recently.
Command can can used to detect Map Revealers, Bring cannot.
Also, the location Anywhere can be resized, it may not cover the whole map. (Also it may be possible to get units to leave the map area) Command will be able to detect the units regardless.

QUOTE
There is no Command At most X at anywhere.

There is command THE most at and command THE least at, but that's all.
Command doesn't use a location, it will detect units even if they aren't in Anywhere, or even on the map.
Command the Most, Command the Least, Command the Most at, and Command the Least at are all seperate conditions.
"Command" does use "At Most" and "At Least".
Report, edit, etc...Posted by yoni45 on 2006-05-09 at 14:51:00
QUOTE(Kenoli @ May 9 2006, 12:44 PM)
Yes, I went over this very recently.
Command can can used to detect Map Revealers, Bring cannot.
Also, the location Anywhere can be resized, it may not cover the whole map. (Also it may be possible to get units to leave the map area) Command will be able to detect the units regardless.

Command doesn't use a location, it will detect units even if they aren't in Anywhere, or even on the map.
Command the Most, Command the Least, Command the Most at, and Command the Least at are all seperate conditions.
"Command" does use "At Most" and "At Least".
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Alright then, perhaps u might have an idea as to this...

I have a map, that when played with 8 players can potentially use up the max amount of allowed units...

Fortunately, as long as those units can be kept track of (and they are later on anyway), u dont need to keep those units on the map...

Normally, the units get removed after a certain time limit, but the idea is, if the max amount of allowed units is approached early, it would start keeping track of and removing units earlier... (until its lower than a certain number)

ok, basically this is what I have

if all players command at least 825 units, give warning message stating units will start to be removed soon

if all players command at least 925 units, give warning message stating units are being removed, and set removal switch

if all players command at most 925 units, and removal switch is set, then clear removal switch...

so this'd remove any units over 925, and keep track of them...


Now, I thought this worked, as well, it seemed to... it was a 4 player game...

But next thing u know, with 8 players in the game, it didn't work... Buildings count under All Units, do they not (and i'm sure workers do as well)? Those are the only 2 "nonunit" possibilities that go up, but they should be counted anyway shouldnt they? What could I be missing here?
Report, edit, etc...Posted by Kenoli on 2006-05-09 at 15:28:15
Workers and buildings count for All Units.
Report, edit, etc...Posted by Lord_RexJr on 2006-05-09 at 16:00:29
This is soo easy...


















I dont get it...
Report, edit, etc...Posted by Kupo on 2006-05-09 at 16:03:09
why would you do all players, just do it in a normal player so the switches won't get all mixed up, and what would happen if some guy only has like 50 units because he was being attacked? just have a limit for the player like 200 or something.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-09 at 16:03:35
What I meant was with locations...
Report, edit, etc...Posted by yoni45 on 2006-05-09 at 19:30:45
QUOTE(Kupo @ May 9 2006, 02:02 PM)
why would you do all players, just do it in a normal player so the switches won't get all mixed up, and what would happen if some guy only has like 50 units because he was being attacked? just have a limit for the player like 200 or something.
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that's not an issue, the players dont attack each other during this period anyway. I need a trigger to stop the map from maxing out and turn on a switch. The switch would enable other triggers to remove select units to keep it at the "break-even" number of units...

In addition, maxing out 200 units per player hinders certain players, for example zerg who can easily surpass 200 units... in addition, 200 units * 8 = 1600, with only 100 units left over for resources for 8 players, as well as buildings and various other things on the map... yeah that wont work very well...

The idea of this set of triggers is to make the amount of units players can make virtually unlimited, not to cap everyone together... (its SC Tournament, after the build up time, all the units get removed and accounted for in death counters, but if the max units amount approaches, the idea is to start removing units and accounting for them in death counters early...)
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