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Staredit Network -> StarCraft Editing Related -> Cant push my map further, help !
Report, edit, etc...Posted by smilodon on 2006-06-12 at 04:23:35
Today I saw a dream about StarCraft. The best RTS ever build. ("Rise Of Nations" would be second maybe). I haven't played SC long time. Im kind of UMS fan and i still have an unfinished project i want to finish. The perfect GOD map, where the GOD can really control the world, and where there can't be idiot god's. If this is already done and i have missed it, then please tell me.
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I beleave my map had location limit 255, trigger limit maybe over 1000. So i need a lot of tips how to overcome these limits. I also had the unit limit. I cant use locations to summon units, so i need to place a lot of units. Color indicators for the GODs "Control Panel" and unit creation buildings + supply holders (all 3 races all units).
helpsmilie.gif
The old topic, last reply (Sep 16 2005, 12:11 AM):
http://www.staredit.net/index.php?showtopic=20102&hl=
Report, edit, etc...Posted by Zeratul_101 on 2006-06-12 at 08:27:40
http://www.staredit.net/index.php?tutorial=104

map limits are in there. it doesn't mention triggers,but the limit is slightly more than a million

looking at parts of your old thread, i believe SCMD2 is much more stable now and doesn't recycle your strings automatically, for one. you should try remaking the map, keeping in mind of the limits this time.
Report, edit, etc...Posted by smilodon on 2006-06-12 at 09:44:21
Yes i think i need to make this from scratch again. Lots of hard work. Need to look over my old stuff to figure out how to save the limit hoggers. tongue.gif

Max Damage is 2 nukes actually. Should be added to the Map Limits list.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-12 at 10:20:47
lol, honestly, not even close dude, i wish nukes could do that much damage, but combined, they're hovering around a thousand i think.
Report, edit, etc...Posted by smilodon on 2006-06-13 at 02:31:04
confused.gif 2 nukes kill every unit, no mater what healt, armor or shield.
It's not 1 nuke damage + 1 nuke damage. But you need to shoot them exactly same time. Or did SC have somekind of patch againts it, while i was away ?

Well at the moment i have 921 triggers on player 1. Need to duble all those to players 2 to 6 and 8. This means 921*6=5526 crazy.gif
I need to change every trigger for every player also. They have different locations. Im mostly using "Current Player" so i dont need to change the player number very much.

I found this Trigger Duplicator by the way. Never seen it before. And it's excellent. Before that i used macro progams to record copyng and changing triggers, then i played it and got some automation.

I used macros because SCMD2 Trigger Editor plugin has somekind of stupid limit. If it sees too many triggers, then it cuts the over limit triggers out if you save the map. I want to know if this limit is still there, but i dont want to risk messing up my map again. Could anyone check it somehow ? If it's then i can use some very neat text editors to fast copy my 5526 triggers.

And the SCMD2 is better. Because of Classic Trigger editor i dont need to use staredit. And the copy/cut/paste, very neat feature.
Report, edit, etc...Posted by Doodan on 2006-06-13 at 02:36:06
If you're copying triggers like that, be careful with the "Create units with properties" triggers, because there is only a maximum of 64 (I think) units that can be created with that trigger.

Also, I've hit the max number of text characters you can enter in a map, but I'm not sure what the precise number is. It's quite a bit, though.
Report, edit, etc...Posted by smilodon on 2006-06-13 at 05:41:38
Ok, I will try to keep it clean, not to reach the char. limit.
And im not "using creat unit with prop.", but thank you for warning.

At the moment i discovered, that SCMD2 is still messing up switches. Using Trigger Editro does it. But with Classic Trig. Editor you cant rename the switches.
Is there any other way to properly rename and set switches with some program else than SC Campaign Editor - i have problems opening my map with SCCE because of Player 11 units. It deletes 42 units if i open the map.

At the moment I have given some units to player 7. And nothing got erased. But this working with 2 different editors is bretty dangerous. And soon i will have more and more units i have to give to player 7 to rename and set the switches with SCCE.

Any possible solution for this ? helpsmilie.gif
(I cant use custom points, these are already in use)
Report, edit, etc...Posted by Demaris on 2006-06-13 at 06:16:13

You could use death counts instead of switches, and just rename the unit.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-13 at 09:04:56
QUOTE(smilodon @ Jun 13 2006, 03:41 AM)
Ok, I will try to keep it clean, not to reach the char. limit.
And im not "using creat unit with prop.", but thank you for warning.

At the moment i discovered, that SCMD2 is still messing up switches. Using Trigger Editro does it. But with Classic Trig. Editor you cant rename the switches.
Is there any other way to properly rename and set switches with some program else than SC Campaign Editor - i have problems opening my map with SCCE because of Player 11 units. It deletes 42 units if i open the map.

At the moment I have given some units to player 7. And nothing got erased. But this working with 2 different editors is bretty dangerous. And soon i will have more and more units i have to give to player 7 to rename and set the switches with SCCE.

Any possible solution for this ? helpsmilie.gif
(I cant use custom points, these are already in use)
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the only dangerous editor out there is starforge, it can f-up your map pretty easily and it will almost always destroy your isom. all you have to worry about with switching editors is deleting sprites and improperly placed units, so just leave sprites till the end.

personally, i'd recommend Xtra editor, just use 'special mode' and it'll leave your misplaced things alone.
Report, edit, etc...Posted by Demaris on 2006-06-13 at 09:36:15
QUOTE(Zeratul_101 @ Jun 13 2006, 07:04 AM)
the only dangerous editor out there is starforge, it can f-up your map pretty easily and it will almost always destroy your isom.  all you have to worry about with switching editors is deleting sprites and improperly placed units, so just leave sprites till the end.

personally, i'd recommend Xtra editor, just use 'special mode' and it'll leave your misplaced things alone.
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SF doesn't screw things up....usually.

Xtra will remove a lot of things, actually.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-13 at 10:03:12
really, like what? its only ever removed sprites and some invalidly-placed units for me
Report, edit, etc...Posted by smilodon on 2006-06-13 at 15:31:54
Cant use Xtra editor. I dont have broodwar installed. Im makind the map as Hybrid, but it's ment for SC original actually.

Yes StarForge WILL mess up things if you use other editors too on same map. Read my old closed thread... messed up everything. But SCCE will remove more things from your map than StarForge.

I cant rename units, all in use already. And i cant use deathcounts, because GOD has the leaderboard controll - meaning he can turn on commonly known leaderboars and switch them, or loop them by making the chooser to patrol.

Good news is that i got SCMD2 Trigger Editror fixed. I had one corrupt switch. The variable was a location name and a switch at the same time. I think i messed it up with SCMD2 Trigger Editor Switch editing by manual typing.

Now im back to vision controlling. Also an issue i didnt manage to solve long time ago.
I have all 8 players used up. 7=GOD 8=Computer, others are players. 7 and 8 Can move units to the "World" from the GOD "Control Panel". 8 is actually kind of god's tool.

Ok now i want players 1 to 6 not to be able to see GOD CP area. Eaven if they take units to there. But i need to have colored flags for all 1 to 6 players in GOD CP area. I cant disable vision for P1-P6 for P7 and P8, because i need P1-P6 to see their units in the world area.

I thought about using players 9,10,11,12 for vision. P9 will have Revealers all over the World area. So god can give full vision to any player he wishes on the world area. P10 will have Revealers in GOD CP area. P1-P6 cant see P10, so they cant see GOD CP area.

But i cant test it. SCMD2 does not show the "war of fog" for players 9 to 12. So i doubt if it will work. Need somekind of confirmation. I dont want to go online testing with such a raw map jet. If playng alone, then none of the vision commands work. Also looked up Google, but nothing. So, is vision control possible with players 9 to 12 ???

ADDITION:
P9, 10 11 12 vision controll is not possible sad.gif
Damn. Gonna do it with P8 then, too vital to not do it at all.
Report, edit, etc...Posted by Demaris on 2006-06-13 at 15:41:39

Use deaths of not placable units, like the protoss marker or doors.
Report, edit, etc...Posted by smilodon on 2006-06-14 at 10:11:48
QUOTE(Demaris @ Jun 13 2006, 10:41 PM)

Use deaths of not placable units, like the protoss marker or doors.

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How do i do that ? confused.gif

At the moment i cant figure out how to hide GOD CP area from other players. Seems impossible to do.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-14 at 10:42:18
not quite sure about the specifics of your GOD CP but why don't you have locations for each player's flag. use the location of a flag to determine who it represents instead of determining by the flag's owner. in this way, you could just give all the flags to P12
Report, edit, etc...Posted by smilodon on 2006-06-14 at 15:09:54
I have a trigger giving all the flags (anywhere) to player 11. I also have 4x hypper triggers on player 8 Computer. But its too slow. Red (P1) can still see the flags for 2sec at the beginning. I have tons of flags to make a huge table easly understandable and im reaching location limit so i cant cover all the flags with locations.

If there really is no other way, then the map loses a lot of it's value. cry.gif helpsmilie.gif
Is it possible make "center view" to middle of the map, if player is looking at the GOD Control Panel area ?

I recently made an AI Player 8 to be placed on the map, so it will build and fight with other players. The GOD can choose all races and three levels (Easy-AI gets less money, less army, less buildings and runs at AI Campaign Medium. Moderate- script is Difficult and Hard- is Insane)

This is a neat trick. Now GOD can change the gameplay to Human VS AI. And he can choose who and when he will help. Or he can create the AI base and give it to someone other for bonus.

But there are some conflicts. The first one i dont understand. If creating a base for Terran, then it cant place some bunkers now and then. Sometimes it's ok, sometimes not. Error is "unit unplacable". I looked over the script and its ok, i made the locations bigger, but this didnt help.

The second conflict comes when
placing Zerg base. For one creep colony it sais "unit unplasable" for some reasons. Again, the script is ok and location is large enought. If i wait and let the creep to spread (by other functioning colonyes) then the error dissapears. So what the #%¤ ?

And another conflict comes when tryng to place a Terran or Protoss town over Zerg town. No buildings get placed because of the damn creep. Lol.. i guess this is an acceptable bug. But if anyone knows how to "erase" creep then please tell me.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-14 at 16:20:06
QUOTE(smilodon @ Jun 14 2006, 01:09 PM)
I have a trigger giving all the flags (anywhere) to player 11. I also have 4x hypper triggers on player 8 Computer. But its too slow. Red (P1) can still see the flags for 2sec at the beginning. I have tons of flags to make a huge table easly understandable and im reaching location limit so i cant cover all the flags with locations.

If there really is no other way, then the map loses a lot of it's value.  cry.gif  helpsmilie.gif
Is it possible make "center view" to middle of the map, if player is looking at the GOD Control Panel area ?

I recently made an AI Player 8 to be placed on the map, so it will build and fight with other players. The GOD can choose all races and three levels (Easy-AI gets less money, less army, less buildings and runs at AI Campaign Medium. Moderate- script is Difficult and Hard- is Insane)

This is a neat trick. Now GOD can change the gameplay to Human VS AI. And he can choose who and when he will help. Or he can create the AI base and give it to someone other for bonus.

But there are some conflicts. The first one i dont understand. If creating a base for Terran, then it cant place some bunkers now and then. Sometimes it's ok, sometimes not. Error is "unit unplacable". I looked over the script and its ok, i made the locations bigger, but this didnt help.

The second conflict comes when
placing Zerg base. For one creep colony it sais "unit unplasable" for some reasons. Again, the script is ok and location is large enought. If i wait and let the creep to spread (by other functioning colonyes) then the error dissapears. So what the #%¤ ?

And another conflict comes when tryng to place a Terran or Protoss town over Zerg town. No buildings get placed because of the damn creep. Lol.. i guess this is an acceptable bug. But if anyone knows how to "erase" creep then please tell me.
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maybe you could use grids combined with 'strip' locations. each strip would encompass the area where you would normally place flags.

for your other problems, its probly someonething physical blocking your way,it usally doesn't affect units, but it will affect buildings cause they're static i think.

as for your creep issue. i don't think there is a solution for it.
Report, edit, etc...Posted by smilodon on 2006-06-15 at 08:26:23
What do you mean by "Use grid with 'strip' locations" If i make a strip 1cube x 8cube location, then i get 8 flags or 3 flags and errors ? Never tryed it. But this striping will still take 8*8=64 locations. And today im at 192 location and rising, i dont know if i will get that many spare locations for flags.
And if i make flags with locations, then how do i color them ??? Still need to give them to the players and then back to player 11. So players still see the flags for 1sec.

The blocking issue is not about blocking. I said it sometimes works and sometimes not. So how can i have something under a building if i use 3 times move units, 1 time remove all buildings and 1 time remove all units for all players ? And it cant be terrain because as i said... it gives errors and then again it works. Total mystery.

The creep, uh, seems the GOD has to wait untill it goes away. smile.gif

ADDITION:
I gave up on the bunkers. Now Terran will recieve no bunkers. Some missle turrets instead. No problems with these turret units.

ADDITION:
I made a summary of things i have in the map. There is so many things that its going out of my hands. I looked all over and created a thread about it. This alone took 2 hours (hope it will not be removed). Also need some new ideas fast, so post them in that thread (link below). I want to copy all the P1 functions to P2,P3,P4,P5,P6,P7,P8 and before i do this i need to be sure that i want nothing to add into P1 functions.
Link to the summary thread:
http://www.staredit.net/index.php?showtopic=31256
Report, edit, etc...Posted by Zeratul_101 on 2006-06-15 at 08:43:31
the problem here is that i don't know exactly what your map is looking like, if you could give a SS or draw a picture or something, it'd help alot.

heres what i mean by "strip" locations
>>>> = area covered by location

>>P1's flags>>>>>>>>>>>>>>>>>all in this location>>
>>P2's flags>>>>>>>>>>>>>>>>>all in this location>>
>>P3's flags>>>>>>>>>>>>>>>>>all in this location>>
>>P4's flags>>>>>>>>>>>>>>>>>all in this location>>
>>P5's flags>>>>>>>>>>>>>>>>>all in this location>>
>>P6's flags>>>>>>>>>>>>>>>>>all in this location>>
>> "global" flag changer, can move >>(1X1)

inside each location should be a properly spaced-out number of spidermines(owned by P11) equilevant to the total possible amount of flags. as you want to add flags, you'll give one spidermine to yourself, remove it and create a flag at that location. now, when you want to check how many flags a player has, simplely check how many flags P11 controls at the player's respective location. when you want to give them vision, give all of P11's flags to them.

as for the color, i've never used that in my mapping so you're gonna have to wait for someone more experienced.

there may be occasional errors with this system, but it shouldn't be too bad.
Report, edit, etc...Posted by smilodon on 2006-06-15 at 09:25:14
Hmm this could eaven work. But the color problem is still there. And placing P11 flags in SCMD2 is not hard to do without locations. The image of this huge table:
user posted image
Vision And Allie Status controll
The grey arrows show an movement of a chooser unit. You have to choose which of the rows you want to edit. The whole table has 64*4=256 units and these take up GOS's personal supply limits. Thats why this chooser unit is there. The chooser system of this table costed me 8 locations (and saved 224 support spaces). At the moment i have 50 free locations. So with these i cant cover all the flags as you suggested. It needs 8*8=64 locations.

But I can add some new features with those 50 free locations, so new ideas are welcome. What powers is GOD missing ?
Report, edit, etc...Posted by Zeratul_101 on 2006-06-15 at 09:30:39
wow, thats totally not what i had in mind. if the system doesn't work out for you, then you're gonna need to tell me more specifics about the system, otherwise gl.
Report, edit, etc...Posted by smilodon on 2006-06-15 at 13:40:52
blink.gif What do you need to know ?
Most of it is in there:
http://www.staredit.net/index.php?showtopic=31256
The thing is that i want those flag as they are on the image.
BUT i want P1 to P6 not to see them at the beginning.

And i just cant figure out how to do that. Seems as impossible as removing zerg creep with triggers but it shouldnt be. Onec i had a map where a player had colored beacons in an area but other players didnt see those beacons, not eaven for 0 sec. And this is the reason why im not giving up on this... it has to be possible.

Maybe i can remake the table colour indicators somehow.
P1Beacon P1Flag P2Flag P3Flag P4Flag....
P2Beacon P1Flag P2Flag P3Flag P4Flag....
P3Beacon P1Flag P2Flag P3Flag P4Flag....
P4Beacon P1Flag P2Flag P3Flag P4Flag....
P5Beacon P1Flag P2Flag P3Flag P4Flag....
P6Beacon P1Flag P2Flag P3Flag P4Flag....
P7Beacon P1Flag P2Flag P3Flag P4Flag....
P8Beacon P1Flag P2Flag P3Flag P4Flag....
So i have only 8 'strypes' of colour indicators.
Means i can do it with 8 location.

But still... how do i make P1 to P6 not to see their own flags for a sec at the beginning ?
Report, edit, etc...Posted by Zeratul_101 on 2006-06-15 at 19:26:11
i said give me more info if my system still isn't working. cause i have absolutely no idea how the GOD CP is supposed to work.
Report, edit, etc...Posted by smilodon on 2006-06-16 at 07:15:53
And i asked what info. So you need info about what GOD CP does ?
And i gave you a link where its all written. GOD Control Panel is a a seperate area on the map. Its seperated by a border location which kills any player that goes on it. There is no big location covering all the GOD CP, but i can create one if needed. In the Area there are very many buttons for GOD to control other players.

But thats not important. To make it simple. I have an AREA where i need to color all the flags by P1 P2 P3 P4 P5 P6 colours. And these players MUST not see their flags at the beginning. At the moment i have a trigger giving all the flags to P11 and 4 Hyper triggers. But P1-P6 all can still see their flags at the beginning. I have 50 locations left, so i CANNOT cover all the flags with locations. If i remake the table then i can, but...

I have also tested the trigger like: Create flag for P1 Give flag to P11. And P1 can still see the spot where his flag was created for a sec at the beginning. So i think its kind of impossible to do. If anyone has a working solution or Hack to solve this, then im a big ear !

To the next problem now. I finally got P1 triggers copyed for P2-P8. Allie/Enemy and Vision On/Off works perfectly. Create, Give, Kill, Take units by unit type works very well. Im was amazed that i pulled it off so far smile.gif

But I have some bugs with the Mass controls.
user posted image
All of the functions work if you choose only ONE player and make the mass control function happen on him. A function that works with MULTIPLE players selected is *Mass Take - this gives all selected player units to you, very neat. Mass give is kind of defective, because you cant split up your units and give some to P1 and some to P2 and P3. But this cant be fixed, so let it be. The other thing that works for MULTIPLE players is *Make Invincible/Mortal.
The functions that dont work with MULTIPLE players selected are *Give/Take Minerals *Give/Take Gas *Heal/Unpower *Victory/Defeat *Mass Kill
For example: God selects players in this order P1 , P2 and P3 the be affected.
Now he moves the unit that gives minerals to the location that makes that function happen. But the player who recieves the minerals is only P1. P2 any P3 dont recieve any minerals. The same thing happens with the other defective functions i named above. Only the firstly selected player gets affected. And i dont know why it won't work. Ill write the triggers template here for mass controls...

The player:
Player 1
Conditions:
Player 7 brings exactly 1 Civ to "Function" (Give minerals location in example)
Player 7 brings exaxtly 1 Civ to "1Player" (The player selecting location)
Actions:
ALL THE FUNCTIONS TAKEN.
For every function there is a new trigger with the above conditions ofcause.
(Modify resources , add 500 Minerals in example)
The ones that dont work also if multiple players are selected:
*Modify resources
*Kill all men in location
*Kill all buildings in location
*Set Energy, Set hit points, Set shield points

The ones that work also if multiple players are selected
*Give all units in location to player7 GOD
*Give all player7 GOD units to selected player
*Enable invincibility for any unit owned by current player (mulitple lines repeating)
*Disable invincibility for any unit owned by current player (mulitple lines repeating)

Move all "any unit" for Player 7 at "Function" to "Function OFF" (The last "OFF" location does nothing a unit is in it)
Preserve Trigger

The player:
Player 2
Conditions:
Player 7 brings exactly 1 Civ to "Function"
Player 7 brings exaxtly 1 Civ to "2Player"
Actions:
All same as above.

The player:
Player 3 , then P4 ,P5, P6, P7, and fianlly P8
Conditions:
Player 7 brings exactly 1 Civ to "Function"
Player 7 brings exaxtly 1 Civ to "3Player" , "5Player" , "6Player" , "7Player"...
Actions:
All same as above. This makes a lot of triggers. For every function multiplied with every player. But ,amagimg them with text editors makes it possible to handle them all. So what might be wrong with my mass contol if MULTIPLE players are selected ?
Report, edit, etc...Posted by Zeratul_101 on 2006-06-16 at 08:07:58
lol, i ONLY need more details IF my idea of the strip locations isn't working, is it working?

at the moment, you've seem to only have a problem with colors and i posted a possible solution in your other thread
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