Tutorial: Glowing Beacons

Discussion in 'Maps and Replays' started by JBL, Aug 21, 2007.

Tutorial: Glowing Beacons

Discussion in 'Maps and Replays' started by JBL, Aug 21, 2007.

  1. JBL

    JBL New Member

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    Introduction
    _________________________________________________
    Glowing Beacons are basicly cloaked beacons but the player has to know that are placed there so you can see everything but the color on the normal beacon.

    This is much easier than what it sounds like. You only need to: 1) Cloak the beacon and 2) Show the player that there's a beacon there, by making an unit with detection, and then removing the unit so the beacon can be seen has cloaked.
    _________________________________________________



    The first trigger is going to cloak this very beacon.

    Player:
    - Computer

    Condition:
    - Computer brings at least 1 beacon at a location.

    Action:
    - Disable State for that beacon at that very location.

    Easy has pie, for several number of beacons, I suggest you use a moving location system to do all of them with a single trigger.
    _________________________________________________



    Now, the 2nd trigger is also simple has pie.

    Player:
    - Computer player without waits nor hyper triggers in his trigs.

    Condition:
    - Trigger has to run right after the beacon was disabled so the Humans can start seeing the glowing effect. (Use a switch, Death Counter, etc)

    Action:
    - Create an observer for (human player) at the beacon location,
    - Wait X mill seconds
    - Remove that observer.

    Note: Those 2 triggers could be made in one single trigger, I chose to use 2 triggers to introduce you how it's done, Feel free to perfect this trigger in your own way.
    _________________________________________________

    As I explained in the Introduction, You need a detector so the player KNOWS that the cloaked beacon is there, once you it "knows" it you gotta remove the detector so you don't see the colored (and cloaked) part of the beacon and all you'll see is the glowing part because this can't be cloaked at all.

    Note: Glowing beacons won't work well if your map uses detectors.

    Edit:

    I'll include Moogle's method and describe how it works. His method was much more professional and is how a pro would do it..

    This is perfect if you have more than one beacon but it also works with a single beacon, in that case, you won't need the preserve trigger.

    This trigger will move over every Terran Beacons owned by P8 and turn them into a glowing beacon that is going to be owned by P7, enabling the trigger to move the location over another beacon to be converted into a glowing one.
    Now after disabling the beacon, the trigger gives it to the human player, so he actualy sees it.. it acts just like a detector. Alternative ways to do this would be by sharing the vision to P8 and unshare it after an ammount of time, but this would mean that the players see everything owned by P8, that might be unwanted, and I'm pretty sure it's slower than this method.
    If you think that there might be no Player 1 (suppose the game is played by 4 players and they choose to go with only Player 2, 3 and 4.) Then you might want to give the beacons to another player which is not human but which has shared vision with the humans, it could be Player 6. Then change the "Player 1" for "Player 6" and make sure the human players has vision with Player 6, That's how I would do it unless I don't have 3 computer players.

    Now I'm pretty sure you can put a wait under 50 milliseconds, you'll notice that 50 milliseconds is pretty long if your whole map is based on these beacons, you'll have to wait until all the beacons are converted. I suggest to test with a quicker wait.. just try to get the lowest possible that still works.

    Thx Moogle for adding what I should have wrote in the first place, I only figured that my version was easier to use but I guess any trigger is easy to use if you explain carefully what is needed.

    It's not like this was something hard either.
     
  2. EatMeReturns

    EatMeReturns Happy Mapper Moderator

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    your tutorial failed. i could still see the whole beacon, i just couldnt select it when i disabled it. i then checked the "cloaked" box for it and ran it again, and it still showed the whole thing, except i couldnt select it.
     
  3. Moogle

    Moogle New Member

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    If didn't work for you " EatMeReturns " then try this.

    Conditions
    - Player 8 commands atleast 1 Terran Beacon.

    Actions
    - Center location labeled 'Location X' on Terran Beacon owned by player 8 at 'Anywhere'.
    - Disable doodad state for Terran Beacon for Player 8 at 'Location X'.
    - Give 1 Terran Beacon owned by Player 8 at 'Location X' to Player 1.
    - Wait 50 milliseconds.
    - Give 1 Terran Beacon owned by Player 1 at 'Location X' to Player 7.
    - Preserve Trigger.

    Player 8 / 7 normally a computer player or something, player 1 = human player long as he has vision with all users it'll come up as disabled for all. Hope this helps alittle.
     
  4. JBL

    JBL New Member

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    I should write my triggers in a professional way like this, it would be easier to follow. I remember doing the P8 to P7 thing so I can disable all the beacon with 1 trigger.. but I usualy prefered to create/remove a detector over the beacon, Anyway I think giving it to the player itself is much cleaner.

    EatMeReturns: I'm almost 100% sure that if my triggers didn't work, it's because the wait in milliseconds I told you to input wasn't long enough, sorry about this. Try something a bit longer.

    In the case that you need to run this trigger (Yeah you should try Moogle's one it's much cleaner) in a computer for with wait actions in some other triggers, you could always use death counters..

    I should make a tutorial about how to use death counters to replace "waits"
     
  5. EatMeReturns

    EatMeReturns Happy Mapper Moderator

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    My Trigger:

    Conditions
    - Player 2 commands atleast 1 Zerg Beacon.

    Actions
    - Disable doodad state for Terran Beacon for Player 2 at 'glow'.
    - Give 1 Zerg Beacon owned by Player 2 at 'glow' to Player 1.
    - Wait 50 milliseconds.
    - Give 1 Zerg Beacon owned by Player 1 at 'glow' to Player 3.
    - Preserve Trigger.


    My setup: A location named 'glow' large enough to cover the normal starcraft view size. 8 Zerg Beacons belonging to player 2 in this location, 1 is cloaked. A marine belonging to me in this location, so that i could see what was going on. It worked completely. Thanks moogle, and thanks to you too, JBL!
     
  6. Moogle

    Moogle New Member

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    Long as your beacon cloaks that all that matters. Glad I could of helped you EatMeReturns.
     
  7. EatMeReturns

    EatMeReturns Happy Mapper Moderator

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    :powerup: for both of you :D
     
  8. JBL

    JBL New Member

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    I hope your trigger is not really like this one because you won't go far trying to cloak zerg beacons by disabling terran beacons..

    I know this was just a copy/paste mistake.. hehe..

    Oh and.. I'm pretty sure you can lower than wait of 50 milliseconds to something shorter.

    That would be usefull if you have many beacons to cloak.
     
  9. -LT-

    -LT- New Member

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    Great tutorial ;)
     
  10. EatMeReturns

    EatMeReturns Happy Mapper Moderator

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    lol, yeah it was a copy paste mistake. ill try some shorter wait times, and i didnt test it with hyper triggers in my "experiment."