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Re: A new project.

Posted: Wed Feb 20, 2008 4:33 pm
by Kerrigan()Asuka
Hmmm... Really? I didn't redirect me! And I don't even have an account! :( Anyone else try to download this or have any trouble? If so give some suggestions!!

Re: A new project.

Posted: Thu Feb 21, 2008 1:18 am
by Kaoru
Searches for your file-name using Filefront's manual search bring up no results, and the link you provided redirects me to the front page, as well. Are you sure the file is still there? Try your own link, just to be sure. I just searched through 1,847 similar files with various combinations of 'Angel', 'Part 1', etcetera in their names, and I saw no trace of your map.

Re: A new project.

Posted: Thu Feb 21, 2008 6:25 am
by Revan
Even at first glance the link didn't seem to be good. I think you just didn't copy the whole link. What should you do:

-Upload again.
-You will be given a link. Don't copy that, as it is not the full link. Click on it instead.
-Copy the link which appears on the top of the browser. That's the full and working one.

Re: A new project.

Posted: Thu Feb 21, 2008 5:44 pm
by Kerrigan()Asuka

Re: A new project.

Posted: Fri Feb 22, 2008 9:08 am
by Revan
Now it worked. ;)

I looked at your map after I downloaded it. Well, if you wanted to make a "good" map then you have completed your goal. Everything looks fine, the terrain, the doodads, the unit placement. I just hope that you will make different maps which aren't about simple mine and destroy the enemy base. Nice to see that Shinji and his father seem to like each other. :)

Re: A new project.

Posted: Fri Feb 22, 2008 11:48 am
by Kaoru
I was, and remain, actually, very impressed by the layouts you've got set up for the bases. The overall look of the map is really nice, and it seems like it'd be a whole lot of fun to play. As Revan said, judging by standard mapmaking, alone, if all of your maps live up to this first one's high quality standards, you might have a very nice series to stand by. I particularly like the gentle nod to the Brood War campaign, insomuch as the objective and its fulfillment are concerned.

I know you said that you weren't actually using the same characters, just the same names and basic concepts, so I'll silence my own (rabid) Evangelion-related personality comments. The campaign starts out, to my eyes, much the same way the basic Starcraft and Broodwar campaigns did - focusing on the exploits and development of a single hero, whose journey is likely the (partial) focus of the campaign. Of course, being able to focus on and properly introduce a protagonist is just basic storytelling, but even so, it deserves credit in an arena such as mapmaking, where many otherwise-brilliant maps fall on their arses right at the outset due to terrible exposition.

Speaking not as a fan of Evangelion but as a fan of Starcraft, though, I honestly have to say: This campaign's starting out in media res, just from what I can see. It's clear that NERV already has a foothold in the Koprulu sector, just from the audacity of assaulting a main Dominion staging area, and you're clearly putting a lot of faith in your players - asking them to bring their "A" game from the outset, considering the inherent difficulty of the opponents they're faced with, right off the bat.

Overall, though, I have to say, I really look forward to seeing where you take this.

Re: A new project.

Posted: Fri Feb 22, 2008 4:49 pm
by Kerrigan()Asuka
Thank you, both of you, so much for the compliments!!! It makes me soo happy!! You have no idea! Because I'm in such a good mood, heres a short little preview description of the next mission:

Scenario Name: Asuka Strikes!

Description: NERV destroys the Tactical Divisions base without mercy, but they encounter a large problem on the way off of Tarsonis...

This map will probably be ready by the end of this weekend if I work hard enough  ::)
Anyways Thank you again for the compliments!! Yay!!


Also this may be a stupid question to throw out into the blue, but how do you make comps fight each other? I've never done this before, and I need to know how.  :D

Re: A new project.

Posted: Fri Feb 22, 2008 10:43 pm
by Kaoru
Kerrigan()Asuka wrote: -Preceding part of quote goes here-
Also this may be a stupid question to throw out into the blue, but how do you make comps fight each other? I've never done this before, and I need to know how.  :D
Anyone who knows more about this can correct me if I'm wrong, but I'm pretty sure the CPU fights anything it sees. It's like a crazed chicken, driven mad by bloodlust and deprivation. The only way to really 'control' it that I'm aware of - without creating your own AI scripts - is to set several locations in computer bases with the 'Value This Area Higher' script set. That should make the computer focus its efforts on destroying those zones. Of course, if the player comes into contact with the enemy, the computer will still fight back and try to destroy them.

Why do you ask, if I may be so bold? :3 Is Mission 2 going to be some sort of secret-sneaking thing with Asuka, while a computerized NERV and a computerized Dominion battle it out? ...You totally don't have to answer that, by the way.

Re: A new project.

Posted: Sat Feb 23, 2008 8:41 am
by Kerrigan()Asuka
lol I might have to correct the teacher on this one. I found out how to do it. You have to put the two different computers into two different forces and give them an AI script. And no, but Asuka and Shinji are both in this mission.

Re: A new project.

Posted: Sat Feb 23, 2008 9:07 am
by MrFlibble
Kaoru wrote: Anyone who knows more about this can correct me if I'm wrong, but I'm pretty sure the CPU fights anything it sees. It's like a crazed chicken, driven mad by bloodlust and deprivation.
This is only true for skirmish maps set on Free For All. By default, computer players are allied against the human players. To make AI's battle one another, you've got to use the Set Alliance Status trigger action, e.g.:

Trigger owner: Player 1
Conditions
- Elapsed time is at least 0 game seconds.
Actions
- Set Player 2 to Enemy.
- Comment: "Enemy /w P2 (time > 0)" (this is optional)

Same for player 2, except you have "Set Player 1 to Enemy" in trigger actions. Players 1 and 2, if both are computer players, will battle one another. And yes, it's better to place them in separate Forces to be sure.

Re: A new project.

Posted: Sat Feb 23, 2008 9:50 am
by Kerrigan()Asuka
Oh snap! Thank you very much Mr. Flibble!

Re: A new project.

Posted: Sat Feb 23, 2008 1:41 pm
by MrFlibble
Anytime :)

Re: A new project.

Posted: Sat Feb 23, 2008 7:06 pm
by Kerrigan()Asuka
Ok, big problem. Very big serious problem...

I'm having problems with triggers.

I need:
- To be able to do a "when you move this unit to this location, you see this message"

I have:
- A music trigger

Now, when I try to use the trigger i need, it waits until the music is finished to even start... I'm not sure what is going on.. Is it the music that is interfering? Or is it the way I make the triggers?

Re: A new project.

Posted: Sat Feb 23, 2008 11:08 pm
by Kaoru
Kerrigan()Asuka wrote: Ok, big problem. Very big serious problem...

I'm having problems with triggers.

I need:
- To be able to do a "when you move this unit to this location, you see this message"

I have:
- A music trigger

Now, when I try to use the trigger i need, it waits until the music is finished to even start... I'm not sure what is going on.. Is it the music that is interfering? Or is it the way I make the triggers?
I'd have to see the trigger itself, but if it's set up anything like this:

Code: Select all

	Set Switch("kextor", set);
	Create Unit("Player 5", "Fenix (Zealot)", 1, "create kextor");
	Wait(100000);
	Display Text Message(Always Display, "\x003The Xel ' Naga have arrived and landed to assist Zeratul and his forces!");
;	Move Unit("All players", "Men", All, "move everything", "Invalid Location");
;	Move Unit("All players", "Buildings", All, "move everything", "Invalid Location");
	Create Unit("Player 4", "Protoss Photon Cannon", 1, "Make photon for purp1");
	Create Unit("Player 4", "Protoss Photon Cannon", 1, "Make photon for purp2");
	Create Unit("Player 4", "Protoss Photon Cannon", 1, "Make photon for purp3");
	Create Unit("Player 4", "Protoss Photon Cannon", 1, "make a photon");
	Create Unit("Player 4", "Protoss Photon Cannon", 1, "Make a photon");
	Create Unit("Player 4", "Protoss Photon Cannon", 1, "Make photon for purp4");
	Create Unit("Player 4", "Protoss Photon Cannon", 1, "Make photon for purp5");
	Create Unit("Player 4", "Protoss Pylon", 1, "Make pylon for purp");
	Create Unit("Player 4", "Protoss Pylon", 1, "make pylon for purp1");
;	Create Unit("Player 4", "Infested Duran", 2, "Spawn xel naga after 3rd castle");
	Create Unit with Properties("Player 6", "Infested Duran", 1, "Xel Captain Spawn", 3);
	Create Unit with Properties("Player 6", "Infested Duran", 1, "Xel Captain Spawn", 3);
	Move Location("Player 6", "Infested Duran", "Anywhere", "Xaru conversation");
	Move Unit("Player 5", "Independent Starport", All, "Anywhere", "Make Xel ' Naga landing craft");
	Give Units to Player("Player 5", "Player 4", "Terran Beacon", All, "Get Jar'axle");
	Give Units to Player("Player 5", "Player 4", "Any unit", All, "Make Xel ' Naga landing craft");
	Set Invincibility("Player 4", "Any unit", "Make Xel ' Naga landing craft", disabled);
(Which I shamelessly lifted from the Fall of Kerrigan), then the trigger referenced early on in the code (At 'Set 'Kextor') will not execute until the game-engine reaches the end of the current trigger, which means, after 100,000 milliseconds. Which is a long time, in a Starcraft map.

From what I've seen, the best way to handle music triggers is to set the main trigger for playing the music to whoever actually hears it, with something like:

Code: Select all

(Conditions) Switch 1 is set
Switch 2 is set
(And reaction:)
Clear Switch 2
Play 'staredit\wav\musicnamegoeshere.wav'
Preserve trigger
Then, set one to a force (or player) that otherwise does not have any triggers (So as to avoid impinging on anyone else's trigger-space, since only a limited number of triggers can execute simultaneously for any given player, and that's usually one...), in such a manner as:

Code: Select all

(Conditions)Switch 2 is cleared
Switch 1 is set
(Reaction)
Preserve Trigger
Wait for (Number of milliseconds your song runs for)
Set Switch 2
This way, you can toggle repeating music that runs in the background, without having it infringe on the triggering of any other player, and your players can actually hear it.
EDIT: Also, I don't think I mentioned - the reason for having two switches, as opposed to one - as demonstrated by http://www.campaigncreations.org/starcraft/staredit/music.shtml - is so you have a control by which to disable that background music. In this case, just clear switch one in another trigger somewhere, and the music will stop looping.

Incidentally, of the two options for showing messages when a player reaches a location, 'Display Text for Player', and 'Transmission', most people prefer transmission. Mostly because it can get rather ugly, trying to co-ordinate 'Show this picture talking for x seconds' and 'Show this text for x seconds', when a conversation is going on. Besides which, it pauses the game and gives the player time to read what's going on. Incidentally, if you have a lot of text, you might want to read http://www.campaigncreations.org/starcraft/staredit/text.shtml, which I found to be an incredibly helpful map-formatting walkthrough. There's a goldmine to be found at the Staredit Tutorials section of the site.

Incidentally, regarding fighting computers: My bad. I feel kind of silly, I felt that it went without saying that computers wouldn't fight when they were allied, and you'd have to un-ally them, with the option of putting them in different Forces afterwards. :3 I thought your question was relating to forcing computers to fight one person exclusively, or at least, focus on one person/player/other computer, while ignoring the others. Thusly the confusion.

Re: A new project.

Posted: Sun Feb 24, 2008 1:50 pm
by Kerrigan()Asuka
Alright, sorta good news:

Due to technical difficulties and map problems, the story has been altered and changed. Instrumentality Part 2: Asuka Strikes, will be remade. ALSO Instrumentality Part 1: Angel Attack will be remastered.

Currently, here are the changes to Part 2: Asuka Strikes:

Part 2: Asuka Strikes!

After ahnialating the Dominion Tactical Divisions base, NERV moves to another sector on the planet Tarsonis. Gendo Ikari has his eyes focused on an important Dominion Science base. Who will enter the base and break into the main Weapons Research Facility? None other than Liutenant Asuka Langley Soryu...

So there are minor changes, but only because of my map getting screwed up.. Oh well. I'll be back later with updates, preferably the remastered and reworked version of Part 1: Angel Attack.

-Kerrigan()Asuka