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Staredit Network -> StarForge -> Mathimatical Starforge?
Report, edit, etc...Posted by Yoshi da Sniper on 2005-01-25 at 18:41:52
Would it be possible to add mathimatical calculations into starforge?

Example:

COND
- Always
ACTIONS
- Order all units owned by player 'idiot' to move to location ('move here' + 20)

It'd be SOOOO cool if we could!
Report, edit, etc...Posted by BeeR_KeG on 2005-01-25 at 18:56:04
And this would...? I really don't get what you is trying to say?

If you want to do mathematical operations in Starcraft, I am currently working on them.
Report, edit, etc...Posted by High on 2005-01-25 at 19:17:55
Uhh, no real point yoshi, unless it was like

Order 1+(Number of Deaths of Unit) units to attack to location
Report, edit, etc...Posted by chuiu on 2005-01-25 at 19:19:24
It would be nice to center a location + (5,0), where 5 is the amount of tiles to the right 0 is the amount up.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-25 at 20:02:48
QUOTE(Yoshi da Sniper @ Jan 25 2005, 03:41 PM)
Would it be possible to add mathimatical calculations into starforge?

Example:

COND
- Always
ACTIONS
- Order all units owned by player 'idiot' to move to location ('move here' + 20)

It'd be SOOOO cool if we could!
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And this is written into the CHK how? Starcraft doesn't really have the capacity without complicated systems.
Report, edit, etc...Posted by Nozomu on 2005-01-25 at 21:23:54
Guys... He's yanking your respective chains...
Report, edit, etc...Posted by Heimdal on 2005-01-26 at 00:39:11
The original plan for SF's trigger editor included variables and things like this:

CODE
CONDITIONS:
Switch($x, IsSet);
ACTIONS:
CreateUnits(1, Marine, $x, Somewhere);


And other things of the sort.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-26 at 01:06:42
After I saw he made this posts months ago at Team SE forums, I gathered that... after I made my post.
Report, edit, etc...Posted by Yoshi da Sniper on 2005-01-26 at 07:54:08
for people who don't get it, its the exact same post I made on TSE 1 year ago smile.gif

http://216.239.63.104/search?q=cache:X3o5r...t+RexyRex&hl=en

But my question is serious, I was wondering if heimdal was still planning on doing it.
Report, edit, etc...Posted by Heimdal on 2005-01-26 at 09:43:09
Here's a nice little p->q for ya...

If there will be a new version of Starforge, then I am planning on adding advanced trigger features.
Report, edit, etc...Posted by Yoshi da Sniper on 2005-01-26 at 12:51:46
w00t! Sounds good to me biggrin.gif
Report, edit, etc...Posted by RexyRex on 2005-01-26 at 16:07:01
How about that "Starforge X" you were saying something about on BF?
Report, edit, etc...Posted by illusion(SS) on 2005-01-27 at 17:10:25
this sounds alot like thw wc3 editor. in there you can use all sorts of varibles and stuff. for heavons sake, you dont even need locations (they call em regions) all ya need is the X and Y positions to create the units. but everywhere you look in the wc3 editor there is a variable there. ANYWHERE! its crazy...

and ya, how would you write this into the scx file? and how would sc reconise it with some sort of mod?

edit- oo and also, the thing i love about the wc3 editor is the, (Create unit at random point in region ___________)
Report, edit, etc...Posted by Heimdal on 2005-01-27 at 19:02:03
QUOTE(illusion(SS) @ Jan 27 2005, 05:10 PM)
and ya, how would you write this into the scx file? and how would sc reconise it with some sort of mod?
It would have to be implemented through the use of multiple triggers, of which all but one get hidden to the user.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-27 at 19:03:47
So you wold make Starforge interface with the actual triggers; when you type an "advanced" trigger it converts it for you? You still have to come up with a system or triggers I think.
Report, edit, etc...Posted by Heimdal on 2005-01-27 at 21:29:36
For example:

Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, #x[2-10:2, 13], Marine, Somewhere);
Actions:
¤ CreateUnit(#(x + 5), Firebat, SomewhereElse, CurrentPlayer);


Would map to:

Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 2, Marine, Somewhere);
Actions:
¤ CreateUnit(7, Firebat, SomewhereElse, CurrentPlayer);


Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 4, Marine, Somewhere);
Actions:
¤ CreateUnit(9, Firebat, SomewhereElse, CurrentPlayer);


Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 6, Marine, Somewhere);
Actions:
¤ CreateUnit(11, Firebat, SomewhereElse, CurrentPlayer);


Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 8, Marine, Somewhere);
Actions:
¤ CreateUnit(13, Firebat, SomewhereElse, CurrentPlayer);


Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 10, Marine, Somewhere);
Actions:
¤ CreateUnit(15, Firebat, SomewhereElse, CurrentPlayer);


Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 13, Marine, Somewhere);
Actions:
¤ CreateUnit(18, Firebat, SomewhereElse, CurrentPlayer);


Of course, you could use this for just about any parameter too, not just numeric ones. You could programmatically access locations, strings, units, whatever you wanted.
Report, edit, etc...Posted by Thermo on 2005-01-28 at 17:30:49
Ooooh macros. That would be nice to see
Report, edit, etc...Posted by AqoTrooper on 2005-02-01 at 15:17:40
It is possible already, just crack starcraft, go learn C++, open it in borland and write your own functions for starcraft tongue.gif
That's how blizzard did that, and that's the only real way to do that.
Report, edit, etc...Posted by M_s4 on 2005-02-16 at 19:36:08
You spelled math"e"matics wrong yoshi. smile.gif
Report, edit, etc...Posted by Mune'R0x on 2005-02-16 at 20:08:19
[center]Thanks for bringing this topic back to life to point that great piece of information up.[/center]
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-16 at 20:20:27
QUOTE(Heimdal @ Jan 27 2005, 06:29 PM)
For example:



Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, #x[2-10:2, 13], Marine, Somewhere);
Actions:
¤ CreateUnit(#(x + 5), Firebat, SomewhereElse, CurrentPlayer);


Would map to:



Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 2, Marine, Somewhere);
Actions:
¤ CreateUnit(7, Firebat, SomewhereElse, CurrentPlayer);




Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 4, Marine, Somewhere);
Actions:
¤ CreateUnit(9, Firebat, SomewhereElse, CurrentPlayer);




Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 6, Marine, Somewhere);
Actions:
¤ CreateUnit(11, Firebat, SomewhereElse, CurrentPlayer);




Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 8, Marine, Somewhere);
Actions:
¤ CreateUnit(13, Firebat, SomewhereElse, CurrentPlayer);




Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 10, Marine, Somewhere);
Actions:
¤ CreateUnit(15, Firebat, SomewhereElse, CurrentPlayer);




Trigger
Conditions:
¤ Bring(CurrentPlayer, Exactly, 13, Marine, Somewhere);
Actions:
¤ CreateUnit(18, Firebat, SomewhereElse, CurrentPlayer);


Of course, you could use this for just about any parameter too, not just numeric ones.  You could programmatically access locations, strings, units, whatever you wanted.
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Pretty darn trigger-intensive.
Report, edit, etc...Posted by EzDay281 on 2005-02-16 at 22:01:38
*sigh*
I would find this useful if not for the fact that it would suddenly make part of one of my ideas for a map not-so-special.
Oh well, not like I was actualy working on the damn map.
Screw it :\
*screws 'it'...*
Report, edit, etc...Posted by Heimdal on 2005-02-17 at 12:40:46
QUOTE(DT_Battlekruser @ Feb 16 2005, 08:20 PM)
Pretty darn trigger-intensive.
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Well, yes. The idea is that the mapper only sees one trigger, when it really represents several. You can control exactly how many triggers it creates when you "declare" the variable(s) you're going to use.
Report, edit, etc...Posted by Oo.Kevjak.oO on 2005-02-17 at 12:59:10
So basically if understand this right, it is impossible to write a trigger with variables, but instead [heimdal] will code it so that the the mapmaker would be able to ask write a simple trigger that will transfer into a complex system of many triggers using something such as player 85 deaths for instance or some other useless data that is stored in starcraft? (I hope this makes some sense.)
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-17 at 21:26:40
QUOTE(Heimdal @ Feb 17 2005, 09:40 AM)
Well, yes.  The idea is that the mapper only sees one trigger, when it really represents several.  You can control exactly how many triggers it creates when you "declare" the variable(s) you're going to use.
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I know the mapper isn't hampered but regardless how you work the GUI you are still taking up space will all the triggers.
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