Wrk in prgrss Zombie Panic
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- Terran Academy Student (50k mineral debt)
- Posts: 7
- Joined: Thu Oct 02, 2008 9:16 am
Wrk in prgrss Zombie Panic
my biggest problem right now is with creation and limiting the numbers, if i put triggers in force 1. then attempt to create 1 itll create 5 as there are 5 players, i worked my way around using another force, but had to re trigger for dialog to force 1- so basically for me to run dialog and create i need 2 forces right now.
Problem 2 after giving away units how can i give them back to a force individually 4 players 4 units individually place even if theres only 3 how would it choose
Problem 3 is there any way to place a beacon under units- instead of getting unplacable error
Problem 4 usage of transmission and wait times are the times equal when i put 6000ms on speak and 6000ms on wait te text dissapears before end of it
i need testers.
i know most of this stuff is confusing because im just rambiling if anyone has a clue id like to hear, this is all the questions i have so far.
Problem 2 after giving away units how can i give them back to a force individually 4 players 4 units individually place even if theres only 3 how would it choose
Problem 3 is there any way to place a beacon under units- instead of getting unplacable error
Problem 4 usage of transmission and wait times are the times equal when i put 6000ms on speak and 6000ms on wait te text dissapears before end of it
i need testers.
i know most of this stuff is confusing because im just rambiling if anyone has a clue id like to hear, this is all the questions i have so far.
Last edited by MikeyCold on Sat Oct 04, 2008 2:12 pm, edited 1 time in total.
- Thalraxal
- Protoss Stargate Concierge
- Posts: 1212
- Joined: Sun Aug 12, 2007 12:42 pm
- Location: Ontario, Canada
Re: Wrk in prgrss Zombie Panic
Problem 1- Running a trigger in a force will make it run once for each active human player in that force. But dialog (if I recall correctly) only runs for each player (so while five units are created, you shouldn't get the dialog five times on one player, because each player sees it once). The other option is to run the triggers for each individual player.
Problem 2- Are all the units the same type of units? In which case, just move the units to seperate locations (one for each player) and then give the units back based on those.
Problem 3- Yes, sort of. Move the unit off the beacon location, wait for 100 milliseconds or so, create the beacon and move the unit back.
Problem 4- Transmissions are a combination of Display Text, Display Speaking Portrait, Play Wav, and Wait. So adding a second wait is unnecessary. Unless, of course, you're using a combination of Display Text, Display Speaking Portrait, and Wait actions. Display Text will only last for 5 seconds. I suggest switching to a Transmission action. It's easier that way. Just grab a copy of ComBeep0.wav or Transmission.wav if you need a sound. I know that Revan and I uploaded copies of them during the StarCraft Mini-Campaign Contest forum. Check Jadefang's and chris's entries.
Problem 2- Are all the units the same type of units? In which case, just move the units to seperate locations (one for each player) and then give the units back based on those.
Problem 3- Yes, sort of. Move the unit off the beacon location, wait for 100 milliseconds or so, create the beacon and move the unit back.
Problem 4- Transmissions are a combination of Display Text, Display Speaking Portrait, Play Wav, and Wait. So adding a second wait is unnecessary. Unless, of course, you're using a combination of Display Text, Display Speaking Portrait, and Wait actions. Display Text will only last for 5 seconds. I suggest switching to a Transmission action. It's easier that way. Just grab a copy of ComBeep0.wav or Transmission.wav if you need a sound. I know that Revan and I uploaded copies of them during the StarCraft Mini-Campaign Contest forum. Check Jadefang's and chris's entries.
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- Terran Academy Student (50k mineral debt)
- Posts: 7
- Joined: Thu Oct 02, 2008 9:16 am
Re: Wrk in prgrss Zombie Panic
Thank you- now what about disconnecting units if a player leaves how do i remove their units
-im using scm draft so i can take sounds right from the game without loading to much on the map.
prob the best editor there is as it switches from coding triggers to standard trigger view.
im prob going to get into some major trouble soon as im making the map complex
-im using scm draft so i can take sounds right from the game without loading to much on the map.
prob the best editor there is as it switches from coding triggers to standard trigger view.
im prob going to get into some major trouble soon as im making the map complex
Last edited by MikeyCold on Thu Oct 09, 2008 10:35 am, edited 1 time in total.
- poiuy_qwert
- Terran Goliath Dome Polisher
- Posts: 116
- Joined: Sun Jun 15, 2008 5:06 pm
- Contact:
Re: Wrk in prgrss Zombie Panic
Conditions:
- Always
(or)
- P12 commands at least 1 Any Unit
Actions:
- Remove all units for P12 at Anywhere
- Preserve trigger
- Always
(or)
- P12 commands at least 1 Any Unit
Actions:
- Remove all units for P12 at Anywhere
- Preserve trigger
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- Thalraxal
- Protoss Stargate Concierge
- Posts: 1212
- Joined: Sun Aug 12, 2007 12:42 pm
- Location: Ontario, Canada
Re: Wrk in prgrss Zombie Panic
Best to change that to two seperate triggers for 'Units' and 'Buildings' if you've got any minerals on the map and want to keep them. Otherwise that'll work perfectly. If you can't select Player 12, 'Neutral Players' should do the same thing.poiuy_qwert wrote: Conditions:
- Always
(or)
- P12 commands at least 1 Any Unit
Actions:
- Remove all units for P12 at Anywhere
- Preserve trigger
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- Terran Academy Student (50k mineral debt)
- Posts: 7
- Joined: Thu Oct 02, 2008 9:16 am
Re: Wrk in prgrss Zombie Panic/Music Troubles
--------------------------------------The Setup
Trigger("Player 8"){
Conditions:
Switch("Zboss1", not set);
Switch("Zboss3", not set);
Switch("Zboss 2", not set);
Switch("Zboss4", not set);
Switch("Zgame Start", set);
Switch("Zmusic switch", not set);
Switch("ZExplore Loop", not set);
Actions:
Wait(3150);
Set Switch("ZExplore Loop", set);
Wait(25);
Set Switch("Zmusic switch", randomize);
Preserve Trigger();
Comment("Music Explore loop - Haunt");
Trigger("Player 8"){
Conditions:
Switch("Zboss1", not set);
Switch("Zboss3", not set);
Switch("Zboss 2", not set);
Switch("Zboss4", not set);
Switch("Zgame Start", set);
Switch("Zmusic switch", set);
Switch("ZExplore Loop", not set);
Actions:
Wait(3300);
Set Switch("ZExplore Loop", set);
Wait(25);
Set Switch("Zmusic switch", randomize);
Preserve Trigger();
Comment("Music Explore loop - Regular");
----------------------------------------------------------The Play
Trigger("Zombies(Keep spawns clear)"){
Conditions:
Switch("ZExplore Loop", set);
Switch("Zmusic switch", set);
Actions:
Play WAV("staredit\\wav\\Spirit Loop.wav", 0);
Preserve Trigger();
Comment("ZM-Reg Music");
Trigger("Zombies(Keep spawns clear)"){
Conditions:
Switch("ZExplore Loop", set);
Switch("Zmusic switch", not set);
Actions:
Play WAV("staredit\\wav\\Guitar Loop.wav", 0);
Preserve Trigger();
Comment("ZM-Haunting Guitar Music");
--------------------------------------------------------------------------The Reset/Switch
Trigger("Player 2"){
Conditions:
Switch("ZExplore Loop", set);
Switch("Zmusic switch", set);
Actions:
Set Switch("ZExplore Loop", clear);
Preserve Trigger();
Comment("Regular Music Reset");
}
Trigger("Player 2"){
Conditions:
Switch("ZExplore Loop", set);
Switch("Zmusic switch", not set);
Actions:
Set Switch("ZExplore Loop", clear);
Preserve Trigger();
Comment("Haunting Guitar Music Reset");
ok so heres my rig, i made it so it loops music randomly and timed it perfect its having slight glitches in timing even though p2 and p8 have no other triggers. latley it hasnt worked. really what im after is a simpler way of playing music- now an interesteing thing ive learned is if i use the same trigger for a group of 5 players only 1 player hears the music, i assume this is because the trigger only has enough time to send to 1 player. ive used force and individual players no luck so far only one player if at all is hearing it.
1).how do i make a broadcast of wav throughout a group.
2).anyone know how to simplify this
Trigger("Player 8"){
Conditions:
Switch("Zboss1", not set);
Switch("Zboss3", not set);
Switch("Zboss 2", not set);
Switch("Zboss4", not set);
Switch("Zgame Start", set);
Switch("Zmusic switch", not set);
Switch("ZExplore Loop", not set);
Actions:
Wait(3150);
Set Switch("ZExplore Loop", set);
Wait(25);
Set Switch("Zmusic switch", randomize);
Preserve Trigger();
Comment("Music Explore loop - Haunt");
Trigger("Player 8"){
Conditions:
Switch("Zboss1", not set);
Switch("Zboss3", not set);
Switch("Zboss 2", not set);
Switch("Zboss4", not set);
Switch("Zgame Start", set);
Switch("Zmusic switch", set);
Switch("ZExplore Loop", not set);
Actions:
Wait(3300);
Set Switch("ZExplore Loop", set);
Wait(25);
Set Switch("Zmusic switch", randomize);
Preserve Trigger();
Comment("Music Explore loop - Regular");
----------------------------------------------------------The Play
Trigger("Zombies(Keep spawns clear)"){
Conditions:
Switch("ZExplore Loop", set);
Switch("Zmusic switch", set);
Actions:
Play WAV("staredit\\wav\\Spirit Loop.wav", 0);
Preserve Trigger();
Comment("ZM-Reg Music");
Trigger("Zombies(Keep spawns clear)"){
Conditions:
Switch("ZExplore Loop", set);
Switch("Zmusic switch", not set);
Actions:
Play WAV("staredit\\wav\\Guitar Loop.wav", 0);
Preserve Trigger();
Comment("ZM-Haunting Guitar Music");
--------------------------------------------------------------------------The Reset/Switch
Trigger("Player 2"){
Conditions:
Switch("ZExplore Loop", set);
Switch("Zmusic switch", set);
Actions:
Set Switch("ZExplore Loop", clear);
Preserve Trigger();
Comment("Regular Music Reset");
}
Trigger("Player 2"){
Conditions:
Switch("ZExplore Loop", set);
Switch("Zmusic switch", not set);
Actions:
Set Switch("ZExplore Loop", clear);
Preserve Trigger();
Comment("Haunting Guitar Music Reset");
ok so heres my rig, i made it so it loops music randomly and timed it perfect its having slight glitches in timing even though p2 and p8 have no other triggers. latley it hasnt worked. really what im after is a simpler way of playing music- now an interesteing thing ive learned is if i use the same trigger for a group of 5 players only 1 player hears the music, i assume this is because the trigger only has enough time to send to 1 player. ive used force and individual players no luck so far only one player if at all is hearing it.

1).how do i make a broadcast of wav throughout a group.
2).anyone know how to simplify this
- Lavarinth
- Xel'naga Administrator
- Posts: 6539
- Joined: Wed Aug 16, 2006 5:21 pm
- Location: His Ashworld Planet
Re: Wrk in prgrss Zombie Panic
Alright- Just so you know, if you plan to send this through Battle.net, the size limit is VERY small, I think around 3 megs for a map to be transferable, otherwise it just wont send and no one else can play it. This is the reason most Battle.net maps have either short annoying music or none at all. Just thought I'd point this out if this was intended to be played via Battle.net.
- - Lavarinth
Campaign Creations Administrator
Campaign Creations Administrator
-
- Terran Academy Student (50k mineral debt)
- Posts: 7
- Joined: Thu Oct 02, 2008 9:16 am
Re: Wrk in prgrss Zombie Panic
Sad Sad day ive met my location limit- almsot at my switch limit and text limit, also coming up is units....
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- Terran Academy Student (50k mineral debt)
- Posts: 7
- Joined: Thu Oct 02, 2008 9:16 am
Re: Wrk in prgrss Zombie Panic
oh dont worry i use my megs smart-the maps only 126 megs and the sounds are carefully cut to suit my needs in loopingLavarinth wrote: Alright- Just so you know, if you plan to send this through Battle.net, the size limit is VERY small, I think around 3 megs for a map to be transferable, otherwise it just wont send and no one else can play it. This is the reason most Battle.net maps have either short annoying music or none at all. Just thought I'd point this out if this was intended to be played via Battle.net.
i have been testing this map for 2 weeks on bnet you may see it on around 10 est time
- Lavarinth
- Xel'naga Administrator
- Posts: 6539
- Joined: Wed Aug 16, 2006 5:21 pm
- Location: His Ashworld Planet
Re: Wrk in prgrss Zombie Panic
Yeah.. 126 megs is way past Batte.net limit.
- - Lavarinth
Campaign Creations Administrator
Campaign Creations Administrator
-
- Terran Academy Student (50k mineral debt)
- Posts: 7
- Joined: Thu Oct 02, 2008 9:16 am
Re: Wrk in prgrss Zombie Panic
lol im smart on size limits but not on wording- kilabytesLavarinth wrote: Yeah.. 126 megs is way past Batte.net limit.
Also is there a way to get past location limits i think thats horrble to limit locationsor anything (limiting a painters colours is an outrage.)
- it seems there 4 locations which are not visible is there any way to delete locations that are hairline thick
Last edited by MikeyCold on Thu Oct 16, 2008 10:17 pm, edited 1 time in total.
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- Terran Academy Student (50k mineral debt)
- Posts: 7
- Joined: Thu Oct 02, 2008 9:16 am
Re: Wrk in prgrss Zombie Panic
Alright new problem
When placing units in perfect sized squares such as the resource gas orb sometimes one gets misplaced off the location, i suspect this is caused by the other orbs next to it is there any way to force it to spawn a\on location or attempt to move the units?
using the orbs as a door, 3 in a row bottom one always seems to be missplaced
When placing units in perfect sized squares such as the resource gas orb sometimes one gets misplaced off the location, i suspect this is caused by the other orbs next to it is there any way to force it to spawn a\on location or attempt to move the units?
using the orbs as a door, 3 in a row bottom one always seems to be missplaced