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Staredit Network -> UMS Assistance -> [SOLVED] Ideas for a Chess Board
Report, edit, etc...Posted by Mp)7-7 on 2006-11-18 at 03:17:53
I need help with ideas on how to make a somewhat simple idea and trigger solution to making playing a board game of Chess possible.

What I started with so far is every square on the board game has its own location, 1-64.

I have a Observer to choose which unit buy going the the square you want. I have it so when you go to that unit it checks if a unit is there and then if you want to select that unit/piece you Siege a tank where it make that piece unit selected, now for that specific unit, it created turrets in the other squares that are not able to be passed with that piece.

Now I am thinking about having another flying unit like a wraith go to the location to be chosen then possibly having the person move a civilian to set the trigger to tell the unit/piece to move to that chosen square where the wraith is. I find this to be very buggy since the sieging tank wont work correctly and diagonals will be difficult for the Bishops and Queens, also that how Pawns attack.

If you have any ideas, it would be greatly appreciated, thanks.
Report, edit, etc...Posted by Foley on 2006-11-18 at 03:42:12
I can only tell you that it IS possible, because i made Chess long time ago... But now i cant remember how the hell and where the hell the map is. Sorry.
Report, edit, etc...Posted by Mp)7-7 on 2006-11-18 at 03:52:29
I have came up with the idea to have units pop up in the locations that are able to be gone to from that unit. Maybe a flying unit this way it doesnt mess with the units already on the board.
Report, edit, etc...Posted by DevliN on 2006-11-18 at 04:04:24
There is a much easier, player-friendly way of doing it - but it requires a ton more triggers and locations.

Name the locations based on the row and column that its in, like so:
A1 B1 C1 D1 E1 F1 G1 H1
A2 B2 C2 D2 E2 F2 G2 H2
A3 B3 C3 D3 E3 F3 G3 H3
A4 B4 C4 D4 E4 F4 G4 H4

...and so on. That makes each column a letter and each row a number. Then make another 1x1 location in the center of each square, and name them accordingly (like A1 Center, B1 Center, etc.). Then you need one location that will follow the moving pieces (let's call it FOLLOW PIECE) and one location that will be the return spot (explained later). You also only need one area to end your turn (like sieging a tank ends the turn or something).

Essentially the idea is that you'd need three computer players and a flag representing a marker that shows where a unit can move to. As an example, lets say you have a Bishop at B2. When you move the Bishop out of that 1x1 center location, all your other pieces switch to a computer player, and a new Bishop is made at the center location for a different computer player. Center the "return spot" location on this computer owned Bishop.

In a separate trigger, the conditions will check to see that its your turn and if the computer's bishop is in B2 while the actions create flags at A1, C1, A3, C3, D4, and so on. If a unit is in C3 and another one is in C4, the flag in C4 will explode.

You move the Bishop to any square you want (with the FOLLOW PIECE location following the unit), at this point. Siege the tank to end your turn. When the tank is sieged and there is no flag in that FOLLOW PIECE location, the Bishop moves back to B2 (or rather moves to the "return spot" location). If there is a flag in the FOLLOW PIECE location, the Bishop kills whatever unit in in that square (if there is a unit), the Bishop is given to a computer, and the turn is over.


Whew that took forever to type. If you need an example, I guess I can make one using the Bishop thing. If you already have a better way of doing it, though, I'd rather not waste my time on it. biggrin.gif
Report, edit, etc...Posted by Foley on 2006-11-18 at 04:04:42
Dunno, i only remember ive had locations everywhere titled with A1, G3 etc.
Report, edit, etc...Posted by Mp)7-7 on 2006-11-18 at 04:16:37
QUOTE(DevliN @ Nov 18 2006, 04:04 AM)
There is a much easier, player-friendly way of doing it - but it requires a ton more triggers and locations.

Name the locations based on the row and column that its in, like so:
A1 B1 C1 D1 E1 F1 G1 H1
A2 B2 C2 D2 E2 F2 G2 H2
A3 B3 C3 D3 E3 F3 G3 H3
A4 B4 C4 D4 E4 F4 G4 H4

...and so on. That makes each column a letter and each row a number. Then make another 1x1 location in the center of each square, and name them accordingly (like A1 Center, B1 Center, etc.). Then you need one location that will follow the moving pieces (let's call it FOLLOW PIECE) and one location that will be the return spot (explained later). You also only need one area to end your turn (like sieging a tank ends the turn or something).

Essentially the idea is that you'd need three computer players and a flag representing a marker that shows where a unit can move to. As an example, lets say you have a Bishop at B2. When you move the Bishop out of that 1x1 center location, all your other pieces switch to a computer player, and a new Bishop is made at the center location for a different computer player. Center the "return spot" location on this computer owned Bishop.

In a separate trigger, the conditions will check to see that its your turn and if the computer's bishop is in B2 while the actions create flags at A1, C1, A3, C3, D4, and so on. If a unit is in C3 and another one is in C4, the flag in C4 will explode.

You move the Bishop to any square you want (with the FOLLOW PIECE location following the unit), at this point. Siege the tank to end your turn. When the tank is sieged and there is no flag in that FOLLOW PIECE location, the Bishop moves back to B2 (or rather moves to the "return spot" location). If there is a flag in the FOLLOW PIECE location, the Bishop kills whatever unit in in that square (if there is a unit), the Bishop is given to a computer, and the turn is over.
Whew that took forever to type. If you need an example, I guess I can make one using the Bishop thing. If you already have a better way of doing it, though, I'd rather not waste my time on it. biggrin.gif
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Thanks a lot, that was helpful though I will do what you said at the very bottom and stick to mine. Though if I have any problems I have one t go back to.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-18 at 09:37:47
Chess was already made, but I suppose if you'll enjoy making it, go right ahead and make a copy.
Report, edit, etc...Posted by spinesheath on 2006-11-18 at 09:46:12
I wouldn't call something like chess a copy, unless it is made by looking at the earlier map and copying the triggers. Otherwise the first chess map was a copy too.
Report, edit, etc...Posted by Mp)7-7 on 2006-11-18 at 10:34:39
In Clan Mp we are having a map contest of a theme of Board Games, I wanted to try this, I knew it would be hard. I figured out a way to do it, but still ran into trouble. Now I have a new idea that I will put on the map. I started it last night around 12:00. I made this topic at 3:00 A.M.
Report, edit, etc...Posted by spinesheath on 2006-11-18 at 10:44:48
Certainly, chess is a hard game to do in SC. I wanted to try myself several times as well, but then I thought abouthow hard it would be to detect when your king is under attack and so on.
It certainly IS possible, but you'll have to have a good stamina wink.gif

I recommend not to try overcomplicated solutions, but rather keep it simple. Might result in more triggers but in this case I guess it's better. You can optimize it later.
Report, edit, etc...Posted by Mp)7-7 on 2006-11-18 at 12:22:38
Yes I am trying to make it a good working game. I dot want it to seem too wierd and un Chess like. It wil be harder but it is supposed to be based on a Chess game not a starcraft chess mess.
Report, edit, etc...Posted by DT_Battlekruser on 2006-11-18 at 13:02:39
Here, this might stimulate some ideas tongue.gif
Report, edit, etc...Posted by Mp)7-7 on 2006-11-18 at 18:17:17
This was the one that was made by GoldenUrg that Devlin told me to check out. Thanks though. Ya, I looked a long time at it. I beleve that I can do a better job and make my own way of figuring things out. This one is messy!
Report, edit, etc...Posted by Element-Nature on 2006-11-18 at 21:50:00
Not sure but i think you could use a simple grid system i saw in a map once... ask zera, he knows, its one with mines on the sides of the maps...
Report, edit, etc...Posted by Mp)7-7 on 2006-11-18 at 21:53:46
but each unit can move differently and telling whether the king is in check or not. I think that a simple grid would work for checkers but not for chess.
Report, edit, etc...Posted by TheKeyToKilling on 2006-12-07 at 15:45:51
Ok... it didn't take me long to think of this, but it's sorta like you're doing it right now, but it's better. Also, a plus side is that the players won't be able to see units like turrets or anything on the board.

Here's my idea...

Pawn = Zealot
Bishop = High Templar
Castle = Archon
King = Marine
Queen = Ghost (Kerrigan)
Horse = Vulture

*MUST BE ATTACKING GROUND UNITS*
*CAN BE DIFFERENT UNITS IF YOU WANT*

Give each player an Arbiter named Chess Player.

Place a spider mine for Player 8 at each location.

If:
Always
Then:
Run AI script turn off shared vision for Player 8
Run AI script turn off shared vision for Player 7
Set Player 1 as enemy
Set Player 2 as enemy
Order all (chess pieces) to hold possition
*SEE END FOR A NOTE ABOUT POSSIBLE TRIGGER FOR HERE*
Preserve

*PLAYERS CAN'T SEE MINES*
*PLAYER PIECES WILL ATTACK OPPONENTS PIECES*
*PLAYERS CAN'T MOVE THEIR PIECES MANUALLY*

If:
Player 1 brings at least 1 recall to anywhere
Then:
Wait 500 milliseconds (prevents piece selection from removing to early)
Move location Player 1 Recall on Recall owned by Player 1 at anywhere
Remove all recall for Player 1 at anywhere
Preserve Trigger

*DETERMINES WHERE RECALL WAS CAST AND REMOVES RECALL*

If:
Player 2 brings at least 1 recall to anywhere
Then:
Wait 500 milliseconds (prevents piece selection from removing to early)
Move location Player 2 Recall on Recall owned by Player 2 at anywhere
Remove all recall for Player 2 at anywhere
Preserve Trigger

*DETERMINES WHERE RECALL WAS CAST AND REMOVES RECALL*

If:
Always
Then:
Enable invincibility for any unit owned by all players
*DO NOT PRESERVE*

*MAKES IT SO PLAYERS CAN'T ATTACK OPPONENTS PIECES*

If:
Switch Player ? (1 or 2 whoevers turn) is set
Player ? (1 or 2 whoevers turn) brings 1 recall to location (piece to move)
Player ? (1 or 2 whoevers turn) brings 1 ? (chess piece) to location (piece to move)
Then:
Give all spider mines owned by Player 7 at anywhere to Player 8
Wait ? (input time to wait) milliseconds
Give all spider mines owned by Player 8 at locations (legal moves) to Player 7
Move location piece to move on unit owned by Player ? (1 or 2 whoevers turn) at location (piece to move)
Preserve Trigger

*GIVES ALL MINES TO PLAYER 8 SO THERE AREN'T ERRORS*
*GIVES MINES TO PLAYER 7 AT LEGAL PLACES TO MOVE TO*
*SETS LOCATION ON UNIT SO MAP REMEMBERS WHICH UNIT TO MOVE*

If:
Switch Player ? (1 or 2 whoevers turn) is set
Player ? (1 or 2 whoevers turn) brings 1 recall to location (1 of the legal moves)
Player ? (1 or 2 whoevers turn) brings 0 any unit to location (same legal move)
Player 7 brings 1 spider mine to location (same legal move)
Then:
Move all any unit owned by Player ? (1 or 2 whoevers turn) at location piece to move to location (same legal move)
Set unit health for any unit owned by Player ? (1 or 2 whoevers opponent) at location (same legal move) to 30% (can be adjusted)
Set unit health for any unit owned by Player ? (1 or 2 whoevers turn) at location (same legal move) to 100%
Clear switch Player ? (1 or 2 whoevers turn)
Wait ? (input time to wait) milliseconds
Enable invincibility on any unit owned by Player ? (1 or 2 whoevers turn) anywhere
Move all any unit for Player ? (1 or 2 whoevers turn) at location (same legal move) to location (same legal move)
Set switch Player ? (1 or 2 whoevers opponent)
Preserve

*MOVES PIECE TO USER SELECTED AREA IF ALLOWED*
*GIVES PLAYER UNITS HEALTH SO THEY ATTACK EACH OTHER*
*NOTE PLAYER WHO'S TURN IT IS SHOULD WIN THE FIGHT*
*RE-ENABLES INVINCIBILITY ON UNIT THAT WINS THE FIGHT*
*AFTER BATTLE MOVES WINNER TO SPOT A 2ND TIME SO IT'S CENTERED*
*CLEARS PLAYERS TURN AND SETS NEXT PLAYERS TURN*

If:
Player 1 is cleared
Then:
Move all Arbiters owned by Player 1 to Player 1 Player Possition
Preserve

*MOVES ARBITER ABOVE THE BOARD TO EXACT CENTER OF BOARD WIDTH*
*NOTE MAKE SURE IT'S FAR ENOUGH AWAY SO IT CAN'T ATTACK TOP ROW*

If:
Player 2 is cleared
Then:
Move all Arbiters owned by Player 2 to Player 2 Player Possition
Preserve

*MOVES ARBITER ABOVE THE BOARD TO EXACT CENTER OF BOARD WIDTH*
*NOTE MAKE SURE IT'S FAR ENOUGH AWAY SO IT CAN'T ATTACK TOP ROW*

*NOTE ABOUT EARLIER TRIGGER*
*INSERT A SHORT WAIT TIME HERE IF THE UNITS REFUSE TO ATTACK*
Report, edit, etc...Posted by KABOOM on 2006-12-07 at 15:51:15
lol this is a map i wana make but one question how u gonna make the controller?
Report, edit, etc...Posted by TheKeyToKilling on 2006-12-07 at 15:59:35
Also... if you have problems...

Try making it so that the squares have terrain that can be walked on in the middle and unwalkonable around the sides.

I have no clue setting the player who's turn it is to have health will work or not... because there will probably be other units in the vacinity...

What I'd do is go and edit the unit healths...
Make the unit healths really high... so if the player who's turn it is can be attacked... they won't die then... and then use a low percent for the opponent so their unit does die...

Also you might have to change the attack damage amounts...

P.S. like I said... it didn't take me long to think of, but it took me long to type out and long to type in a way that would work correctly! pinch.gif
Report, edit, etc...Posted by CheezyTheCheezeCake on 2006-12-07 at 16:12:02
There is alredy a Chess map,incase you didn't know. Also Starcraft + Chess = Big no.

You can barely see the whole board unless you make it really small somehow.
Report, edit, etc...Posted by Urmom(U) on 2006-12-07 at 18:06:47
He said he cancelled it like 2 weeks ago in the Clan Mp forum...
Report, edit, etc...Posted by Kenoli on 2006-12-07 at 19:59:43
Chess, yay.
Reviving dead topics, not yay.

> Pffthhh.
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