Basan
04-12-2005, 12:19 PM
I've been thinking to do a map to insert in a mod campaign that am developing and since it uses ramdom triggers, never liked the Law of Probabilities (http://en.wikipedia.org/wiki/Law_of_total_probability) that much (along with lack of time to spare) and then I though some of you might help me out.
This map involves a lot of triggering (see concept below) and so I'm a tad concerned about it's eventual lag during the test stages afterwards. Will hypertriggers aid in ventilating this issue out of my worries list, if that 'trigger weight' occurs?
My concept tweaks around an enemy dropship that has a controlling device such as Psi Emitters (all those from player 8) to pass over it's enemy Zerg Hatcheries, Lairs or even Hives that afterwards are converted to their side (other AI Terran player that supports player 8). And our goal is to shut down this rogue shadow project, preventing this Terran force from going rampart with the help of all the Zerg that they could convert in that region. Now, it's the time when the plot tickens (read due to triggering complexity)... Well, that dropship has to refuel itself from time to time at certain Starports of the same player because the device installed in it draws it's power cells dry real fast. I just wanted for it to start in a random Starport (easily done) and to randomly pick wich Zerg spawing structure it will head to as well. As you can see, after passing over that building I wanted it to choose any Starport available (read not destroyed) in that same random feel that I'm driving it at here. :smirk:
When it touches down to refuel, a timer will be set to let us know how much time we do have 'till the next flight takes off (or if we want to smash that Starport in the mid-time). Of course during each flight of that dropship, I'll have it pin-pointed in the minimap. For us to know how many Zerg buildings we still have untill the Terrans convert'em all (aka we lose), a board will be set to meet with that objective. After considering the triggers weight on that map, am fearing a bit of lag and ain't too sure if hypertriggers will do the trick... I have the storyline drawn already with some of it's maps / plot already made (to belong in an UMS & minor mod campaign of mine as said above) and just wanted to know in your opinion wich will be my major hassles while putting this particular map into birth. :concern:
My main problem here is how to intangle triggers in order to have the least weight possible and for it to work as smothly it can be. I'm asking for help since my (SC) mapping is sorta rusted out and 'cause haven't got much time to fuss around it lately. Again, tks for any help in advance. ;)
This map involves a lot of triggering (see concept below) and so I'm a tad concerned about it's eventual lag during the test stages afterwards. Will hypertriggers aid in ventilating this issue out of my worries list, if that 'trigger weight' occurs?
My concept tweaks around an enemy dropship that has a controlling device such as Psi Emitters (all those from player 8) to pass over it's enemy Zerg Hatcheries, Lairs or even Hives that afterwards are converted to their side (other AI Terran player that supports player 8). And our goal is to shut down this rogue shadow project, preventing this Terran force from going rampart with the help of all the Zerg that they could convert in that region. Now, it's the time when the plot tickens (read due to triggering complexity)... Well, that dropship has to refuel itself from time to time at certain Starports of the same player because the device installed in it draws it's power cells dry real fast. I just wanted for it to start in a random Starport (easily done) and to randomly pick wich Zerg spawing structure it will head to as well. As you can see, after passing over that building I wanted it to choose any Starport available (read not destroyed) in that same random feel that I'm driving it at here. :smirk:
When it touches down to refuel, a timer will be set to let us know how much time we do have 'till the next flight takes off (or if we want to smash that Starport in the mid-time). Of course during each flight of that dropship, I'll have it pin-pointed in the minimap. For us to know how many Zerg buildings we still have untill the Terrans convert'em all (aka we lose), a board will be set to meet with that objective. After considering the triggers weight on that map, am fearing a bit of lag and ain't too sure if hypertriggers will do the trick... I have the storyline drawn already with some of it's maps / plot already made (to belong in an UMS & minor mod campaign of mine as said above) and just wanted to know in your opinion wich will be my major hassles while putting this particular map into birth. :concern:
My main problem here is how to intangle triggers in order to have the least weight possible and for it to work as smothly it can be. I'm asking for help since my (SC) mapping is sorta rusted out and 'cause haven't got much time to fuss around it lately. Again, tks for any help in advance. ;)