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Staredit Network -> UMS Assistance -> Some Questions..
Report, edit, etc...Posted by Falkoner on 2007-02-04 at 09:51:32
Okay, here we go:

Q1: In Random Quest RPG I was having trouble creating a unit for Neutral, so I created it for the enemy, then gave it to Neutral and it retained the color of the enemy (That was awsome for me), I was wondering if all the Neutral players (9-12) do this same thing.<Solved>

Q2: Also, in Random Quest RPG, I am thinking of using a system of blocks, where you have to push the blocks around to get through them. Now, I already have planned to use a grid system to do it, but the problem is that a location would detect the block before it is completely on it and therefore move it into an odd area. Is there a way to fix this?

Q3: Is there a way to find out how many strings you have used and how much memory for strings you have left?

Q4: When does SCM Draft Auto-String Recycle?

Q5: In a Fastest game, how many times per second do the triggers usually run? I need to know this for my map, since it might mess up my death counts if I'm wrong, and how fast are HyperTriggers in a Fastest game also?<Solved>

Q6: If a computer has men inside a dropship, and then you use triggers to give the dropship to a human, but not the units inside, will you also get the men in the dropship?<Solved>

Q7: Do any of the AIs affect the Neutral players? (P9-11) <Solved>

NEW! Q8: Do you have to run an AI script at location under the player that the AI script is supposed to affect?

Okay then, get working!
Report, edit, etc...Posted by Ihjel on 2007-02-04 at 11:02:07
QUOTE(Falkoner @ Feb 4 2007, 03:51 PM)
Okay, here we go:

Q1: In Random Quest RPG I was having trouble creating a unit for Neutral, so I created it for the enemy, then gave it to Neutral and it retained the color of the enemy (That was awsome for me), I was wondering if all the Neutral players (9-12) do this same thing
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yes
QUOTE(Falkoner @ Feb 4 2007, 03:51 PM)
Q5: In a Fastest game, how many times per second do the triggers usually run? I need to know this for my map, since it might mess up my death counts if I'm wrong, and how fast are HyperTriggers in a Fastest game also?
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with hypers: 12 times per second
QUOTE(Falkoner @ Feb 4 2007, 03:51 PM)
Q7: Do any of the AIs affect the Neutral players? (P9-11)
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No since you cannot run Triggers for those players
Report, edit, etc...Posted by PCFredZ on 2007-02-04 at 11:19:52
QUOTE(Falkoner @ Feb 4 2007, 08:51 AM)
Okay, here we go:

Q1: In Random Quest RPG I was having trouble creating a unit for Neutral, so I created it for the enemy, then gave it to Neutral and it retained the color of the enemy (That was awsome for me), I was wondering if all the Neutral players (9-12) do this same thing.

More information here.

QUOTE
Q2: Also, in Random Quest RPG, I am thinking of using a system of blocks, where you have to push the blocks around to get through them. Now, I already have planned to use a grid system to do it, but the problem is that a location would detect the block before it is completely on it and therefore move it into an odd area. Is there a way to fix this?

Don't let the blocks be automatically pushed when a unit reaches it. Instead use beacons or some other system with 4 options "Up" "Down" "Left" and "Right". When you select a direction, your person near the blocks will push whatever block is in that direction only.

QUOTE
Q3: Is there a way to find out how many strings you have used and how much memory for strings you have left?

Q4: When does SCM Draft Auto-String Recycle?

Any editor or map enhancing program (PROEdit, Uberation, etc) that can view strings will tell you how many you have. SCMDraft can go over the 1024 string limit as long as there's enough memory, which is probably the second part to your Q3, but doing so will probably cause incompatibilities with other editors. Do you really need that many strings?

QUOTE
Q5: In a Fastest game, how many times per second do the triggers usually run? I need to know this for my map, since it might mess up my death counts if I'm wrong, and how fast are HyperTriggers in a Fastest game also?

11.8, rounds up to 12.

QUOTE
Q6: If a computer has men inside a dropship, and then you use triggers to give the dropship to a human, but not the units inside, will you also get the men in the dropship?

Yes. You can also remove units from a Dropship using triggers by selecting the unit specifically.

QUOTE
Q7: Do any of the AIs affect the Neutral players? (P9-11)

See the link to Q1.
Report, edit, etc...Posted by Falkoner on 2007-02-04 at 12:04:51
K, thanks guys, does anyone else know the others?
Report, edit, etc...Posted by xmrxsiegecopx on 2007-02-04 at 15:35:23
QUOTE(Falkoner @ Feb 4 2007, 06:51 AM)
Q2: Also, in Random Quest RPG, I am thinking of using a system of blocks, where you have to push the blocks around to get through them. Now, I already have planned to use a grid system to do it, but the problem is that a location would detect the block before it is completely on it and therefore move it into an odd area. Is there a way to fix this?
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Post triggers? You probably have some of the orders of the actions or triggers wrong.

QUOTE(Falkoner @ Feb 4 2007, 06:51 AM)
Q4: When does SCM Draft Auto-String Recycle?
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Probably when you open the map; best to check with SI to be sure.

QUOTE(Falkoner @ Feb 4 2007, 06:51 AM)
Q5: In a Fastest game, how many times per second do the triggers usually run?
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About once per second; disabling hyper triggers isn't worth the mis-calculations of your DCs.

You could have tested around half of these questions yourself.
Report, edit, etc...Posted by Zeratul_101 on 2007-02-04 at 15:41:08
QUOTE(xmrxsiegecopx @ Feb 4 2007, 12:35 PM)
Probably when you open the map; best to check with SI to be sure.
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i think its actually when you enter any menu that deals with strings. since string problems between SE and SCMD2 only occur(at least for me) when i try to change strings.
Report, edit, etc...Posted by Falkoner on 2007-02-04 at 16:06:45
K, oh, and about the blocks, I know what I'm doing, it's just that when you move close to a building it doesn't have to be completely inside the location that is next to your zealot, so even though it isn't completely next to you it gets moved to an odd area. Although this isn't that bad, since if you touch it again then it gets moved to the right spot.

Also, about the number of strings, I know lots of editors show you the strings, but I can't fidn any that tell you the AMOUNT of strings you are using.
Report, edit, etc...Posted by xmrxsiegecopx on 2007-02-04 at 17:24:32
QUOTE(Falkoner @ Feb 4 2007, 01:06 PM)
Also, about the number of strings, I know lots of editors show you the strings, but I can't fidn any that tell you the AMOUNT of strings you are using.
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You can always check the string section in the CHK. Here's an algorithm for calculating the amount of unused data left for strings from BF:

QUOTE(BF)
[65536 - [(# of strings specified after header) * 2] + 2] = (Amount of Data left over for strings, not including the last string going over the 65536-limit).
To simplify:
A = # of strings specified after header
B = Data left over to specify where strings start.
65536 - (A * 2 + 2) = B
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