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Girt Established Forum User
Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
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Posted: Tue Feb 10, 2004 6:22 pm Post subject: |
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[quote="Verdagon"]How about if the player has >20 attacking units you send a big wave, if not, then small wave. Something along the lines of that would work. Hey I should put that in the FAQ![/quote]
Yeah, that's the idea...
So to put it in general terms, set up your attack based on a trigger that looks at how many units the player has? _________________ Unit: Palm Tungsten T|X |
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Wed Feb 11, 2004 10:51 am Post subject: |
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Sounds like we need a new thread for Strategy Ideas!
Here's a few more for the FAQ (thanks to Scott):
Switches are limited to 16
Areas are limited to 32
Counters and related conditions/commands are going away _________________ Why negotiate when you can just blow things up?
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Wed Feb 11, 2004 9:46 pm Post subject: Negative Logic |
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Someone asked why we can't have other logic operators for the conditions, like OR.
Well, we can, if we think about it logically.
Example: We want X to happen (or be ON) if A happens (is ON) OR B happens (is ON).
A=OFF AND B=OFF Then X= OFF
A=ON AND B=OFF Then X= ON
A=OFF AND B=ON Then X= ON
A=ON AND B=ON Then X= ON
So, the ONLY time X is OFF is when A and B are OFF. So, we could write our CONDITIONs as (assuming persistant triggers):
CONDITION:
Switch A is ON
ACTION:
Switch X is ON
CONDITION:
Switch B is ON
ACTION:
Switch X is ON
CONDITION:
Switch A is OFF
Switch B is OFF
ACTION:
Switch X is OFF
Note that we only have three conditions, because if A is ON, we don't care if B is ON or OFF, or if B is ON, we don't care if A is ON or OFF.
If we want an Exclusive-OR (XOR), which means (A or B, but not both) then:
A=OFF AND B=OFF Then X= OFF
A=ON AND B=OFF Then X= ON
A=OFF AND B=ON Then X= ON
A=ON AND B=ON Then X= OFF
CONDITION:
Switch A is OFF
Switch B is OFF
ACTION:
Switch X is OFF
CONDITION:
Switch A is ON
Switch B is OFF
ACTION:
Switch X is ON
CONDITION:
Switch A is OFF
Switch B is ON
ACTION:
Switch X is ON
CONDITION:
Switch A is ON
Switch B is ON
ACTION:
Switch X is OFF
In this case, we must test all four permutations.
This example can be used with other conditons/actions besides Switch. It can also be expanded to more than two conditons. _________________ Why negotiate when you can just blow things up?
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Wed Feb 11, 2004 10:01 pm Post subject: |
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Thank you for your excellent material, crakerz! I look forward to putting it in, but I'm tied down just trying to explain the basics like triggers. Don't worry, it'll be here before next week... I hope... _________________ [WI Moderator]
http://verdagon.net/ |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Sun Feb 22, 2004 12:04 am Post subject: |
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Note to self: add the difficulty differences things... _________________ [WI Moderator]
http://verdagon.net/ |
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Mon Feb 23, 2004 8:35 pm Post subject: Wait |
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I recently had to reduce the number of triggers in a level, and I discovered a little trick (some of you may already use it!)
I wanted ecoms to pop up every so many seconds, but different each time. I also wanted to spawn Unit Groups much the same way. I was using a different trigger and the Elapsed Time Conditon for each message. I discovered that unlike the "Every NN seconds" condition, the Wait Action isn't limited to 99 seconds. So, for example, I could write ONE trigger that I call "Messages":
CONDITION:
Comment: "MESSAGES"
Elapsed time is AtLeast 300 seconds
ACTION:
ecom 1
Wait 300 seconds
ecom 2
Wait 150 seconds
ecom 3
Wait 600 seconds
ecom 4
Etc.
Like I said, I'm probably not the first to realize this, but surely not the last! |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Tue Feb 24, 2004 7:44 am Post subject: |
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I've heard of that being done before in starcraft maps, but not effectively. Most people want messages to show when something happens (condition) so it's not used much.
But for purposes like these, this is a really good tactic! Thanks crakz. _________________ [WI Moderator]
http://verdagon.net/ |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Wed Feb 25, 2004 5:31 pm Post subject: |
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When this is done (Hopefully in 2 days ) where should i put it? In this thread or make a new one? _________________ [WI Moderator]
http://verdagon.net/ |
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mitch WI Forum Novice
Joined: 21 Feb 2004 Posts: 8
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Posted: Wed Feb 25, 2004 8:26 pm Post subject: |
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I thin that you should make a new thread that could possibly be stickied at the top. This thread is much too cluttered. This thread was mainly the brainstorming thread |
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bilfer Semi-frequent Poster
Joined: 12 Jan 2004 Posts: 29
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Posted: Fri Feb 27, 2004 10:41 pm Post subject: |
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I can't wait to see your work...I'm looking forward to having a go at creating a level! _________________ TG50...ZLauncher, Graffiti Anywhere, Dimmer, Fonts4OS5, KeyQuick |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Sat Feb 28, 2004 9:22 am Post subject: |
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[quote="bilfer"]I can't wait to see your work...I'm looking forward to having a go at creating a level![/quote]
Your enthusiasm is muchly appreciated I will get back to work. It should be done soon. I have 2/3 of it done, and then i have to give it to wizard for conversion, and then hopefully it will be out at the next editor release. _________________ [WI Moderator]
http://verdagon.net/ |
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