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Staredit Network -> UMS Assistance -> Bound Help
Report, edit, etc...Posted by BounD- on 2006-06-12 at 01:05:27
I'm getting back into starcraft after leaving a few years ago. I wanted to start by making a bound map.

OK well here's my setup:
user posted image

I'm having trouble with obstacles 1 and 3.
NOTE: this is being tested in a local area environment. Also note that the triggers aren't meant to stop at any point. They are supposed to continue through the whole game.

1. An extra zealot appears on Loc(1.11). Also, sometimes zealots get pushed into the safe area.
Trigger
Players:
¤ All players
Conditions:
¤ Always
Actions:
¤ Comment("Obstacle 1");
¤ Create Unit("Player 7", "Protoss Zealot", 1, "1.01");
¤ Kill Unit At Location("All players", "Any unit", All, "1.01");
¤ Wait(100);
¤ Create Unit("Player 7", "Protoss Zealot", 1, "1.02");
¤ Kill Unit At Location("All players", "Any unit", All, "1.02");
¤ Wait(100);
¤ Create Unit("Player 7", "Protoss Zealot", 1, "1.03");
¤ Kill Unit At Location("All players", "Any unit", All, "1.03");
¤ Wait(100);
¤ Create Unit("Player 7", "Protoss Zealot", 1, "1.04");
¤ Kill Unit At Location("All players", "Any unit", All, "1.04");
¤ Wait(100);
¤ Create Unit("Player 7", "Protoss Zealot", 1, "1.05");
¤ Kill Unit At Location("All players", "Any unit", All, "1.05");
¤ Wait(100);
¤ Create Unit("Player 7", "Protoss Zealot", 1, "1.06");
¤ Kill Unit At Location("All players", "Any unit", All, "1.06");
¤ Wait(100);
¤ Create Unit("Player 7", "Protoss Zealot", 1, "1.07");
¤ Kill Unit At Location("All players", "Any unit", All, "1.07");
¤ Wait(100);
¤ Create Unit("Player 7", "Protoss Zealot", 1, "1.08");
¤ Kill Unit At Location("All players", "Any unit", All, "1.08");
¤ Wait(100);
¤ Create Unit("Player 7", "Protoss Zealot", 1, "1.09");
¤ Kill Unit At Location("All players", "Any unit", All, "1.09");
¤ Kill Unit At Location("Player 7", "Protoss Zealot", All, "1.10");
¤ Kill Unit At Location("Player 7", "Protoss Zealot", All, "1.11");
¤ Wait(350);
¤ Preserve Trigger();


3. There is an explosion of two archons, then a single archon.
Trigger
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Comment("Obstacle 3");
¤ Create Unit("Player 7", "Protoss Dark Archon", 1, "3.1");
¤ Create Unit("Player 7", "Protoss Dark Archon", 1, "3.3");
¤ Kill Unit At Location("All players", "Any unit", All, "3.1");
¤ Kill Unit At Location("All players", "Any unit", All, "3.3");
¤ Wait(50);
¤ Create Unit("Player 7", "Protoss Archon", 1, "3.2");
¤ Create Unit("Player 7", "Protoss Archon", 1, "3.4");
¤ Kill Unit At Location("All players", "Any unit", All, "3.2");
¤ Kill Unit At Location("All players", "Any unit", All, "3.4");
¤ Wait(50);
¤ Preserve Trigger();


Do you think these problems are because of the "Wait" action or the use of "Always" as a condition?
Report, edit, etc...Posted by in_a_biskit on 2006-06-12 at 05:02:25
Your triggers shouldn't be made for "All Players", but just one player. Triggers fire once for every player that satisfies the conditions, so giving a trigger to more than one player means that it will fire more than once; it also means that if you're creating a unit in a location, it will create one for each player in the game.

QUOTE
Do you think these problems are because of the "Wait" action or the use of "Always" as a condition?
Because you don't "turn on" or "turn off" obstacles, you are quite likely to have some difficulties with 'wait blocks'. Only one wait action is allowed to run at a time for a player, so one wait action will delay the start of another one if they try to fire at the same time. The easiest way of dealing with this is to have a death-counter (or other counter) to count which level you are on, and to only have one level running at a time (ie. have conditions for each level to only run if the death counter is at the right amount, and completing a level sets the death counter to turn on the next level)

Also, you may find that your zerglings may still push zealots or other exploding units out of their designated areas; to deal with this you should always have a failsafe trigger that always kills/removes player7 units.
Report, edit, etc...Posted by wizard898 on 2006-06-12 at 08:58:45
o.o why do u have a location for each square...? mobile grid will save you a lot of locations...
Report, edit, etc...Posted by Zeratul_101 on 2006-06-12 at 09:11:15
QUOTE(wizard898 @ Jun 12 2006, 06:58 AM)
o.o why do u have a location for each square...? mobile grid will save you a lot of locations...
[right][snapback]505047[/snapback][/right]


true, but it would make it alot more complex and since his map is pretty small, its not like he's going to run out of locations.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-12 at 12:18:26
For your bound, I would definitely recommend adding hyper triggers... of course, you'd have to change some obstacles so it's more possible, but bounds with hyper triggers are a heck of a lot better than those without.

Another idea is to copy the kill to before as well as after the create if you are using ground units, so the zergling is dead for the creation part of the trigger.

And ya, just run the triggers under a computer player instead of all players.
Report, edit, etc...Posted by BounD- on 2006-06-12 at 15:55:20
Thanks for the replies. So... How do you go about creating a hyper trigger and mobile grids? By the way, that's just the first tier for the bound; not the whole thing.

Also I've included an attachment with the map. I tried a few things, but they all seemed to backfire. I tried placing all obstacle commands under player 8. I've tried using a mineral counter, and some other things. Right now they're placed under "Runners" and now a lot of the triggers are malfunctioning. Also I forgot to mention, when the player dies, he is returned to the start, but all the triggers should still be running even when completed.

The new problems I'm having is that obstacle two stops working now and the wait time for obstacle 1 and 3 are buggy.
Report, edit, etc...Posted by Noober on 2006-06-12 at 16:09:40
They're both in the tutorials.
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