Serious Map-making Help Needed!

Savenor

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:( :( :( :(


I am having lots of trouble making a map. Here's my first issue:

I have a hero controlled by a player with a location following him around. I also have an "inventory area" showing what the hero's abilities are and what he items or objects he has on him at the moment. One of these "abilities" is supposed to summon a Hydralisk to accompany him. It works all fine and dandy. But how do I get it to happen again? The civilian steps on the corresponding beacon and is moved off the beacon from where he started and the hydralisk appears next to the hero. But when I try to move the civilian onto the beacon again, nothing happens? What do I do????

Issue #2:

Let's say I want a certain number of minerals every time the player's hero kills something. For instance, I want the player to gain 15 minerals for each time he kills a Zergling. How do I get it to do this every time the player kills a Zergling?

Issue #3:

Is there a way to get the 255 upgrades WITHOUT downloading a new map editor?

Issue #4:

How do I change the name and stats of "Powerup" items such as Crystals and the Psi Emitter?
 

Lwek

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#1 Describing only helps a little. You need to show us or me the trigger.

#2:
Hero kills 1 zergling
----
set resource for current player: add 15 minerals
set score for current player: set to 0
preserve trigger. ( I can't remember if this works with that condition )

#3 You need to download SC X-tra Editor

#4 it should but under neutral unit in Sc X-tra Editor.
 

Savenor

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Ok, the trigger for Issue 1 goes something like this:

Player 1
-----------
Player commands 1 *X* Hero (There are multiple heroes to choose from)
Player brings 1 Civilian to *Ability 1*
-----------------------------------------------
Move all Civilian owned by Player 1 at *Ability 1* to *Ability Selection*
Create 1 Hydralisk at *RedFollow* (Colour and where hero is).
 

Lwek

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Preserve the trigger:

preserve trigger



Wow you can basically cast that spell everytime you bring the civ to the beacon! Doesn't it require like energy or mana or something? Unless it's that x hero thing.
 

Savenor

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But I tried preserving the trigger and it just kept making Hydralisks all around me...

There will be another trigger that will have to do with Mana/Cost and stuff, so it's not free hehe.
 

tassadar920

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Player 1
-----------
Player commands 1 *X* Hero
Player brings 1 Civilian to *Ability 1*
Player 1 ACCUMULATES at least 20 vespene (mana)
-----------------------------------------------
Move all Civilian owned by Player 1 at *Ability 1* to *Ability Selection*
Subtract 20 vespene for player 1
Create 1 Hydralisk at *RedFollow* (Colour and where hero is).
Preserve

make sure ability 1 and ability selection don't overlap.
 

Savenor

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WOW! IT WORKS! :p So...I did want the gas as mana so, how do I get it to slowly generate gas/mana and stop at say, 100?

EDIT: I tried the Zergling kill-counter trigger, but the preserve trigger just seems to keep adding 15 minerals endlessly after one Zergling is killed. And the trigger, "Set Score to 0", what "point" do I use? Kills? Thanks in advance.
 

(V)aster)V(ind

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ok
this is the trigger for the mana
players
all players
condtions
always
actions
modify resources for current player: add 1 gas
wait 1000 miliseconds
preserve trigger

and if they get over 100, you do this
players
all players
condtions
current player accumalates at least 101 gas
actions
modify resources for current player: set 100 gas

and the zergling thing is easy
its this...
players
player 1,2,3,4,5,6 (give or take the human players)
conditions
current player kills at least 1 zergling
actions
modify resouces for current player: add 15 minerals

I don't know wut u mean wit the last one
 

Savenor

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Originally posted by (V)aster)V(ind

and the zergling thing is easy
its this...
players
player 1,2,3,4,5,6 (give or take the human players)
conditions
current player kills at least 1 zergling
actions
modify resouces for current player: add 15 minerals
I tried that, it just does it for one Zergling though, or am I completely wrong?
 

Lwek

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Easier way:

-
Current player acumulates atmost 100 minerals
-
set resource: Add 1 mineral
preserve trigger (If you have hyper trigger on, it's going to be totally different)


Kills:

current player kills 1 zergling
-
set kills score to 0
give 15 minerals
preserve trigger.
 

Savenor

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Well, the RPG (yes, you're right, it's an RPG) is still in its infant stages, so I don't know how much that would really help. :fwink

EDIT: The bloody Zergling-Kill Trigger still doesn't work. I tried what Master Virus said, but that keeps adding 15 minerals repeatedly after only 1 Zergling.
 

Lwek

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Can you only kill zerglings in the game?

Current players kills score is atleast 1(that's all you have to change)
 

Savenor

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No, there are several other units that you can kill, but I want each unit to give a different amount of minerals (i.e. an Ultralisk gives much more than a Zergling because it is tougher, so a greater reward).

And that last part, you mean the number of Zerglings the condition is has to be "at least" 1?
 

Lwek

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You can use killz and razings leaderboard. When you kill a zergling, it will give you 50 points. An ultra, I don't remember but it's pretty high. Go to the Scums Editing FAQ for all the points.

Then have a place where you can exchange those points for minerals.
 

OMFG2009

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Ok This is taking it out of the subject
But If a Siege tank kills a zergling but how do you creat 1 zergling and keep it going like 1 zergling ..... he dies from a tank and then he gets created again
.but when i do it i get like 200 zergling!
I cant get it could somewon help me
 

Bolt Head

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Originally posted by Master Virus
Easier way:

-
Current player acumulates atmost 100 minerals
-
set resource: Add 1 mineral
preserve trigger (If you have hyper trigger on, it's going to be totally different)


Kills:

current player kills 1 zergling
-
set kills score to 0
give 15 minerals
preserve trigger.
This is mostly right.

The first one needs to be at least 99.
If you use at least 100 it will fire once it reaches 100 and stop at 101.

The money for your zergling kill is one of the most upsetting trigger gaps in SC. If you use “current player KILLS AT LEAST 1 zergling. Combined with a preserve trigger then it will continue to give you minerals after you kill the first zergling. Killing is like murder, once you have killed some one the fact that you killed 1 guy doesn’t go away, so the conditions will continue be true even after the trigger has run. In short the trigger condition for kills refers to the total amount killed, not the act of killing the unit. Anyways for your solution, There are 2 main ways to do this kind of trigger and trade offs for both.

The first uses Kill SCORE, Kill score is a specific amount of points you get for killing a unit. This is the number that is displayed in your end game credits. The amount of points you get per unit is generally the minerals + the gas cost of the unit. So a zergling is worth 50 kill score. So you can make a trigger like this.
Players:
-Force 1 (human force)
Conditions:
-Kill score for current player is at least 50
Actions:
-Subtract 50 kill score for current player
-Add 15 Minerals for Current Player
-Preserve Trigger

Now there are two main things that can go wrong with this.
1) Since kill score does not recognize what unit you killed to receive the points your trigger may think you killed 2 zerglings when in fact you killed something like a overlord. Or several other units that reward you 50 kill score points. So because of this I wouldn’t suggest this unless you know the only unit your going to be killing is Zerglings.
2) If you kill a bunch of units fast then it will take a while for you to receive your minerals, because of the rate triggers fire. (depending on if you are using hyper triggers or not)

Now for your second method, This is more like what Master Virus Said but a few important changes.

Players:
-Force 1 (human players)
Conditions:
-Current Player kills at LEAST 1 zergling
Actions:
-set resources, add 15 minerals for current player (DO NOT PRESERVE)
==
Players:
-Force 1 (human players)
Conditions:
-Current Player kills at least 2 zergling
Actions:
-set resources, add 15 minerals for current player
==
Continuing with the pattern.

This method is perfectly accurate no matter what your situation, and of course the only draw back is you have to make one trigger for EVERY value you want to receive minerals for, and that can be alot. There is a program that does this trigger specifically called SC Trigger but I am assuming your afraid to download such things and you will just have to do it manually. Yes it sucks but it’s the best way.

Anyways in conclusion these two triggers told you have several different variations, (mainly the first one), and you can see advanced mapmakers argue about it for hours about it. But the trigger is highly circumstantial and people want to find one that works for every map.

Well hope this helps - Bolt_Head
 

Bolt Head

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Sorry for double post but this is a differant topic
Originally posted by OMFG2009
Ok This is taking it out of the subject
But If a Siege tank kills a zergling but how do you creat 1 zergling and keep it going like 1 zergling ..... he dies from a tank and then he gets created again
.but when i do it i get like 200 zergling!
I cant get it could somewon help me
Im not sure what your trying to do, Are you trying to make a madness where a zergling constantly spawns?
Or replace the zergling every time it is killed.?
 

OMFG2009

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Im Trying to Make It So When A zergling Dies He Gets recreated
But I cant seem to get it right cause when i do it i get like 1 then 2 then 3 and so on ! please :confused: :confused:
 

Lwek

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OMFG2009, Maybe next time you can create your own thread with your problem.

Bolt Head, Yeah thanks for the help, now bring Savenor in considering the fact he hasn't posted since September.

Help:
Conditions
-Player[human] has suffered quanity[exactly 1] deaths of unit[zergling].
Actions
-Create quanity[1] unit[zergling] at 'location[um?]' for player[human].
-Don't preserve trigger.


Conditions
-Player[human] has suffered quanity[exactly 2] deaths of unit[zergling].
Actions
-Create quanity[1] unit[zergling] at 'location[um?]' for player[human].
-Don't preserve trigger.


Conditions
-Player[human] has suffered quanity[exactly 3] deaths of unit[zergling].
Actions
-Create quanity[1] unit[zergling] at 'location[um?]' for player[human].
-Don't preserve trigger.


So on...
 

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