if all workers have the same rate of income then why is there an arguement about how protoss and zerg getting minerals faster and terran needs mules to catch up???? i dont know, just what i have seen on forums~
@Khalanil1:
there has to be a SET rate for 1 worker for 1 mineral field. then simply multiply it for more mineral fields.
@Siretu:
Thank you for the link, it looks really good and it has great information. On a custom map where all the mineral fields are at a minimum distance. think its 3squares away.
just wanted this math because this entire game is based off of numbers (speed, time)... with given numbers such as these can be enterd and a computer programed to a maximum skill level achieved.
ok i would like anyone who is good at math and calculations to try to figure this one out, idea is simple enough and every starcraft game is based on it.
how much can "1" SCV mine in one minute?
sure i could firgure this out by making a map and a timer and watching the minerals for 60seconds but there has to be a way to figure this out without all of that~ mineral fields are a given distance away and there is an amount of time it takes to mine and travel time to and from. then ya can just multiply it for multiple scv's provided it does not wait to mine at the mineral field.
for extra credit: do drone and probe as well, LOL.
1. Kill all units/buildings for player, or even if you made it neutral, single it out.---that will get rid of getting more income with scvs drones and probes
2. set resourses to 0 before the trigger that says end in defeat. so in essance when he clicks on quit game the trigger will run to end the game, add in an action to set his resources to 0. so even when he does leave there is nothing to distribute to other players.
i know this because i updated the DS game and its how to prevent a player from banking 6000minerals and quiting giving the other players a huge income boost, lol
lol its ok i didnt think of it till later as well... i was thinking... HOLY SHIT THIS IS GOING TO BE AN EPIC AMOUNT OF TRIGGERS!!!! anyways. haha. WAS thinking put a location for each building then when 0 units are found at said location to spawn at another location. OMFG 200+ triggers! naaa F that..
i moved a location to the dying unit so i can tell it where to spawn another in relation to that unit. dont want to spawn in exact same spot as dying unit. thats why the offset of location is used. oh and i completely understand where what you where saying. its ok! :D tanks for the help.
Its like dr.house he dont come to the conclusion till the end of the show~ LOL!!!
The step by step instructions is on an older version of the editor, i dont know if its viable for the new version of editor. such as the pull down menu no longer exists, lol. i even wonder if the map is still on b.net like they said. i simply dont know. but here is what i do like. i feel there are units from SC1 that work better than sc2. a shield battery on sc2 would be awesome with an immortal shield. that thing would last forever!! along with ALOT of the abilities from sc1 would greatly improve sc2 game play. anyone remember defiler? plague and swarm cloud. corsair with energy net type of thing. if pheonix had this ability it wouldnt be useless in game play, LOL. but thats my opinion~ heck i even think arbiters are better than the "motheshit" you know what i mean... :P.
i could not open the map for some reason, dont know why, but here is my suggestion. it sounds like you want it to hit the 1st unit and go to the next and so on. up to 3 units. my suggestion to get this to work is copy the mutalisk attack. it bounces between units already set to 3. then change the look of it. that would be in the actors field.
Field Mutalisk Attack Segment 1 Missile
Art: Model GlaiveWurmWeapon (Unnamed)<--------------change this to whatever you want it to "look like" and ya should be set.
Field Mutalisk Attack Segment 1 Missile
Art: Model LongboltMissileWeapon (Unnamed)<----like so. or to whatever you would like.
AHHH time out set to 30.. meaning it takes 30seconds for it pop? ok cool. so if i set this to say 600. then its going to last for 10minutes, LMFAO... imagine it 1 marauder having 40projectiles tracking 1 target, omg! haha, just having fun with this stuff.. :D thanks for the help (solved)
i was wondering, projectiles run off of a mover data that makes it fly threw the air. i know how to adjust the speed on this, but my question is. if i reduce the speed to like 1.25, which is slower than a unit moves, would the projectile follow the unit till it hit being there is no flight durration? just wondering. :D
i was thinking he could create a region and attach it to the unit and when another unit enters it run actions...? but i like how zeldarules28 has it in the conditions. probably would have to make a couple triggers like that one if you want different distances.... <5, <10, >3... and so on. just a thought :D.
well i got this worked out.. turns out i found an easier way, :D.
Events
Unit - Any Unit dies
Local Variables
Conditions
(Unit type of (Triggering unit)) == Nexus
Actions
Region - Move Nexus to (Position of (Triggering unit))
Unit - Create 1 Unit for player (Triggering player) at ((Center of Nexus) offset by (0.0, -2.0)) using default facing (Ignore Placement)
this way ANY nexus that dies it will run this trigger and spawn units with an offset to the location.
as to what the map is going to be. its a 10players VS 4AIComputers. the more you kill the more they spawn. :O. the good part is there is a limit to what spawns and how many times. this also keeps 90% of the map empty till you start attacking. to fill the map with units on load would more than likely take 10minutes to load or lag people out, lol. 1st comp is protoss, 2nd is terran, 3rd is zerg, 4th is all 3 with an AI. will be checking out the develope AI forum later when i get to the last comp, :P. IF you want you can put SOLVED on this post being i got it. :D thank you.
pointArray location
--Variable - Set Untitled Variable 001[1] = (Center of Region 001)
can not find--- Set Custom Value of Hatchery "a" = 1..
best i can come up with is : Variable - Set Hatchery[1] = (Position of Hatchery [124.50, 189.50])
or is it the same differance? lol.
here is a good question for ya.... can you add a created unit to an array? meaning its not added in already when you start the game..
Example: create 1 hatchery at location Z add hatchery at location Z to point array??? if so, this is going to get sick on this map... so far all i know is to add the units already placed on map to an array. but to add a created unit to the array, i dont know~
Unit - Create 1 Hatchery for player 1 at (Center of Region 001) using default facing (No Options)
Variable - Set Hatchery[##] = (Position of (Last created unit))
i have different buildings around the map and when said building, say hatchery, dies i want to create a unit at a location.. if i have it so every time a hatchery dies it spawns at same location every time.. need another trigger for a different location~ guessing~.... location A,B,C,D. depending on what hachery just died... a hatchery that died on one side of the map as oppose to another on the other side..
Hatchery "a" dies----spawn unit at location 'a'
Hatchery "b" dies--- Spawn unit at location 'b'
i already got the map size and terrain worked out already, just wanted to know if there was a limit on how many triggers i could create. not that all of them would fire at 1 time, that would simply crash the game, lol. another question is: can you Que a Gateway threw tirggers? if so thats awesome. haha. makes it better than an IFFY computer AI to build whats needed, to make the game atleast challenging.
right now im looking at 90triggers as a START. each one firing at different times because they are based on a unit that dies. so at most you might get 2 to fire in close timming if they both die at the same time. this is why i asked if there is a limit, lol.
i am currently making a map and just starting to work on the triggers for it. my question is: is there a limit to how many triggers you can create? reason i ask is because on the map im creating the triggers will go in sequence. 1,2,3,4,5,6,7,8... EG: unit A dies spawn unit B... unit B dies Spawn unit C... and so on. just wondering if there is a limit to how many you can create. 1,000? 10,000? 1m? LOL.
0
@DrSuperEvil:
if all workers have the same rate of income then why is there an arguement about how protoss and zerg getting minerals faster and terran needs mules to catch up???? i dont know, just what i have seen on forums~
@Khalanil1:
there has to be a SET rate for 1 worker for 1 mineral field. then simply multiply it for more mineral fields.
@Siretu:
Thank you for the link, it looks really good and it has great information. On a custom map where all the mineral fields are at a minimum distance. think its 3squares away.
just wanted this math because this entire game is based off of numbers (speed, time)... with given numbers such as these can be enterd and a computer programed to a maximum skill level achieved.
0
ok i would like anyone who is good at math and calculations to try to figure this one out, idea is simple enough and every starcraft game is based on it.
how much can "1" SCV mine in one minute?
sure i could firgure this out by making a map and a timer and watching the minerals for 60seconds but there has to be a way to figure this out without all of that~ mineral fields are a given distance away and there is an amount of time it takes to mine and travel time to and from. then ya can just multiply it for multiple scv's provided it does not wait to mine at the mineral field.
for extra credit: do drone and probe as well, LOL.
0
@composure19d:
all you need is 2 actions.
1. Kill all units/buildings for player, or even if you made it neutral, single it out.---that will get rid of getting more income with scvs drones and probes
2. set resourses to 0 before the trigger that says end in defeat. so in essance when he clicks on quit game the trigger will run to end the game, add in an action to set his resources to 0. so even when he does leave there is nothing to distribute to other players.
i know this because i updated the DS game and its how to prevent a player from banking 6000minerals and quiting giving the other players a huge income boost, lol
0
@Kueken531:
lol its ok i didnt think of it till later as well... i was thinking... HOLY SHIT THIS IS GOING TO BE AN EPIC AMOUNT OF TRIGGERS!!!! anyways. haha. WAS thinking put a location for each building then when 0 units are found at said location to spawn at another location. OMFG 200+ triggers! naaa F that..
i moved a location to the dying unit so i can tell it where to spawn another in relation to that unit. dont want to spawn in exact same spot as dying unit. thats why the offset of location is used. oh and i completely understand where what you where saying. its ok! :D tanks for the help.
Its like dr.house he dont come to the conclusion till the end of the show~ LOL!!!
0
@Nugrob:
The step by step instructions is on an older version of the editor, i dont know if its viable for the new version of editor. such as the pull down menu no longer exists, lol. i even wonder if the map is still on b.net like they said. i simply dont know. but here is what i do like. i feel there are units from SC1 that work better than sc2. a shield battery on sc2 would be awesome with an immortal shield. that thing would last forever!! along with ALOT of the abilities from sc1 would greatly improve sc2 game play. anyone remember defiler? plague and swarm cloud. corsair with energy net type of thing. if pheonix had this ability it wouldnt be useless in game play, LOL. but thats my opinion~ heck i even think arbiters are better than the "motheshit" you know what i mean... :P.
0
@Deadzergling:
i could not open the map for some reason, dont know why, but here is my suggestion. it sounds like you want it to hit the 1st unit and go to the next and so on. up to 3 units. my suggestion to get this to work is copy the mutalisk attack. it bounces between units already set to 3. then change the look of it. that would be in the actors field.
Field Mutalisk Attack Segment 1 Missile
Art: Model GlaiveWurmWeapon (Unnamed)<--------------change this to whatever you want it to "look like" and ya should be set.
Field Mutalisk Attack Segment 1 Missile
Art: Model LongboltMissileWeapon (Unnamed)<----like so. or to whatever you would like.
hope this helps. :D
0
@Deadzergling:
AHHH time out set to 30.. meaning it takes 30seconds for it pop? ok cool. so if i set this to say 600. then its going to last for 10minutes, LMFAO... imagine it 1 marauder having 40projectiles tracking 1 target, omg! haha, just having fun with this stuff.. :D thanks for the help (solved)
0
@DrSuperEvil:
---Movers
---->PunisherGrenadesWeapon (unnamed)
Driver: Guidance
Flight time: Base:-1 Range: -1
Maximum Speed: 20
IF i change this speed ^^ to 1.25.. does that mean it will fly till it hits target? range is -1 (unlimited?)
0
i was wondering, projectiles run off of a mover data that makes it fly threw the air. i know how to adjust the speed on this, but my question is. if i reduce the speed to like 1.25, which is slower than a unit moves, would the projectile follow the unit till it hit being there is no flight durration? just wondering. :D
0
@AnOddRadish:
@zeldarules28:
i was thinking he could create a region and attach it to the unit and when another unit enters it run actions...? but i like how zeldarules28 has it in the conditions. probably would have to make a couple triggers like that one if you want different distances.... <5, <10, >3... and so on. just a thought :D.
0
well i got this worked out.. turns out i found an easier way, :D.
Events
Unit - Any Unit dies
Local Variables
Conditions
(Unit type of (Triggering unit)) == Nexus
Actions
Region - Move Nexus to (Position of (Triggering unit))
Unit - Create 1 Unit for player (Triggering player) at ((Center of Nexus) offset by (0.0, -2.0)) using default facing (Ignore Placement)
this way ANY nexus that dies it will run this trigger and spawn units with an offset to the location.
as to what the map is going to be. its a 10players VS 4AIComputers. the more you kill the more they spawn. :O. the good part is there is a limit to what spawns and how many times. this also keeps 90% of the map empty till you start attacking. to fill the map with units on load would more than likely take 10minutes to load or lag people out, lol. 1st comp is protoss, 2nd is terran, 3rd is zerg, 4th is all 3 with an AI. will be checking out the develope AI forum later when i get to the last comp, :P. IF you want you can put SOLVED on this post being i got it. :D thank you.
0
@Kueken531:
pointArray location
--Variable - Set Untitled Variable 001[1] = (Center of Region 001)
can not find--- Set Custom Value of Hatchery "a" = 1..
best i can come up with is : Variable - Set Hatchery[1] = (Position of Hatchery [124.50, 189.50])
or is it the same differance? lol.
here is a good question for ya.... can you add a created unit to an array? meaning its not added in already when you start the game..
Example: create 1 hatchery at location Z add hatchery at location Z to point array??? if so, this is going to get sick on this map... so far all i know is to add the units already placed on map to an array. but to add a created unit to the array, i dont know~
Unit - Create 1 Hatchery for player 1 at (Center of Region 001) using default facing (No Options)
Variable - Set Hatchery[##] = (Position of (Last created unit))
would that work? :D
0
@Kueken531:
i have different buildings around the map and when said building, say hatchery, dies i want to create a unit at a location.. if i have it so every time a hatchery dies it spawns at same location every time.. need another trigger for a different location~ guessing~.... location A,B,C,D. depending on what hachery just died... a hatchery that died on one side of the map as oppose to another on the other side..
Hatchery "a" dies----spawn unit at location 'a'
Hatchery "b" dies--- Spawn unit at location 'b'
0
@Doubleclick123:
i already got the map size and terrain worked out already, just wanted to know if there was a limit on how many triggers i could create. not that all of them would fire at 1 time, that would simply crash the game, lol. another question is: can you Que a Gateway threw tirggers? if so thats awesome. haha. makes it better than an IFFY computer AI to build whats needed, to make the game atleast challenging.
right now im looking at 90triggers as a START. each one firing at different times because they are based on a unit that dies. so at most you might get 2 to fire in close timming if they both die at the same time. this is why i asked if there is a limit, lol.
0
i am currently making a map and just starting to work on the triggers for it. my question is: is there a limit to how many triggers you can create? reason i ask is because on the map im creating the triggers will go in sequence. 1,2,3,4,5,6,7,8... EG: unit A dies spawn unit B... unit B dies Spawn unit C... and so on. just wondering if there is a limit to how many you can create. 1,000? 10,000? 1m? LOL.