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Starcraft editor

Because you don't have the core content of RPG map-trigger.

Some people say it's hard to trigger.

It's actually very, very simple.

Any normal person can understand the Bug. Note: This is more than 100 times simpler than the programming ideas we have learned.

The trigger is divided into three parts.

Performers, conditions and results

The executor writes casually, and only one trigger is related to the executor (it is the trigger of the alliance)

Note that if you write Force 4 (Group 4)

And force 4, you didn't let go of a player.

Or there is a human player, but he didn't join the game.

Then the trigger of the actuator to the force 4 will not be executed.

(that is, someone or a computer is needed to perform it)

There are many conditions.

Accumulate the player's accumulated amount of resources.

How many resources have players accumulated?

Forever and ever.

always

The player takes a certain number of units to the designated place.

How many units does the player bring to a specific area?

Command the player to command the quantity unit.

How many units does the player control?

Command the least. The current player commands the least unit.

How many units does the current player control at least?

The current player commands the least units in the current position.

How many units does the current player control in a specific area?

The unit that the current player controls the most.

How many units does the current player control at most?

The current player commands the most units in this position.

When the current player controls the maximum number of units in a specific area

Countdown Timer Countdown Timer is the number of seconds the game lasts.

How many seconds is the countdown to the game time?

The dead player suffered a unit number of deaths.

How many units did the player lose?

Elapsed Time Elapsed time is the number of seconds of the game duration.

How many seconds have passed since the game time (game time)

The current player has the highest score.

When the current player scores the highest

Kill the player to kill a certain number of units.

When a player kills a certain number of units,

Kill at least the current player has the least units to kill.

When the current player kills the least number of units

Minimum resources The current player has the least resources.

When the current player accumulates the least resources,

Lowest score The current player has the lowest score.

When the current player scores the lowest.

The current player kills the most units.

When the current player kills the most units

Most resources The current player has the most resources.

When the current player accumulates the most resources,

Never. Never.

Opponent players have a certain number of opponents in the game.

When a player has many opponents in the game,

Fraction Player Fraction Type Fraction is quantity.

What is the player's score?

The switch has been set.

When the switch is set or cleared

There are many kinds of results.

The center view of the current player in this position.

Turn the screen to a specific area.

Comment: comment.

Explain the trigger to make it easy to read.

Create Units Create units of quantity at the player's location.

Create a certain number of units for players in a specific area.

Use the attribute to create units to create quantities.

The unit where the player is located. Application attribute

Create a certain number of units with certain attributes (such as invisibility, mining, etc. ) for players in a specific area.

The failure outcome of the current player.

The current player task failed.

Displays a text message for the current player.

Show some words for the current player.

A draw ends the story with a draw for all players.

All players are tied.

Give players units give players a certain number of units.

Give a certain number of troops from one player (the former) to another player (the latter) in a specific area.

Kill all units of the player.

Kill all units of the player.

The number of units that kill players in this location.

A certain number of units that kill players in a specific area.

Guide plate (field control)

Show the guide plate controlled by most device on site. Show labels: labels

Displays the current unit control in a specific area.

Guide plate (control)

Guide plate controlled by display device most. Show labels: labels

Displays the current unit control situation.

Leading Committee (greed)

Displays the greedy ranking of the players closest to the amount of minerals and gases.

Displays the current overall resource collection.

Kill list (KILLS)

The leaderboard that shows most of the killings in the unit. Show labels: labels

Displays the current situation of the killing unit.

Leaderboards (points)

A leaderboard showing most scores. Show labels: labels

Displays the current score.

Leaderboards (resources)

Displays the leaderboard of most resources accumulation. Show labels: labels

Displays the current collection of resources.

Leaderboard Target (Field Control)

A leaderboard showing the number of units closest to the control position of the player. Show labels: labels

Shows how many units still need to be controlled in a specific area to achieve the goal.

Leading Committee objectives (control)

Displays the leaderboard of the players closest to the number of units control. Show labels: labels

Shows how many units need to be controlled to achieve the goal.

Leaderboard Target (Kill)

Displays the leaderboard with the closest number of units killed by players. Show labels: labels

Shows how many units need to be killed to achieve the goal.

Leaderboard Goal (Points)

Displays the leaderboard of the player closest to the score. Show labels: labels

Shows how far you are from the target score.

Leaderboard Goals (Resources)

Display leaderboards for players who are closest to the accumulation of digital resources. Show labels: labels

Displays the reachable targets of the resources that need to be collected.

Leaderboard Computer Player Settings Use computer players in leaderboard calculation.

Turn off or turn on the display of the computer.

Displays a small map of the current player's location.

The current player's minimap will display a warning box.

Modify the unit energy to set the number of energy points per unit owned by the player at this location as a percentage.

Modify the energy of a certain number of player control units in a specific area.

Modify the number of hangars and increase the number of units owned by players in the hangar.

Modify the ammunition of a certain number of player control units (such as aircraft carriers and scarabs) in a specific area.

Modify the unit health value to set the health value of the number of units owned by the player in this position as a percentage%.

Modify the health of a certain number of player control units in a specific area.

Modify the unit resource quantity to set the resource quantity of the resource quantity owned by the player as quantity.

Modify the energy of a certain number of player control units in a specific area.

Modify the number of hangars and increase the number of units owned by players in the hangar.

Modify the ammunition of a certain number of player control units (such as aircraft carriers and scarabs) in a specific area.

Modify the unit health value to set the health value of the number of units owned by the player in this position as a percentage%.

Modify the health of a certain number of player control units in a specific area.

Modify the unit resource quantity to set the resource quantity of the resource quantity owned by the player as quantity.

Modify the energy of a certain number of player control units in a specific area.

Modify the number of unit shield points to set the number of shield points per unit owned by the player at this location as a percentage%.

Modify the shields of a certain number of player control units in a specific area.

Move the position marked as position on the unit owned by the player to the position center.

Units that move a specific area to a specific area.

The moving unit moves the player's quantity unit at the location to the destination.

Move a certain number of units of the player from one specific area to another.

Mute unit voice mutes the sounds of all non-trigger units of the current player.

Turn off the sound of all non-trigger units of the current player.

Command to issue commands to all units of the player: command to the destination.

Command players' units to move, attack and patrol from one specific area to another.

Stop the game. Stop the game.

Pause the game

Pause timer Pause countdown timer.

Pause the countdown

Play WAV file

Play sound

Retention trigger. Retention trigger.

Cyclic execution current trigger

Remove all units of the player.

Remove all units of the player.

Remove units in this location Remove the number of units of players in this location.

Remove a certain number of units from the player in a specific area.

Run the artificial intelligence script.

Run an artificial intelligence

Run the artificial intelligence script at the location and execute the artificial intelligence script at the location.

Run artificial intelligence in a specific field

Set the league state to set the player to the league state.

Set the alliance or hostile relationship between the current player and another player.

Set the countdown timer and modify the countdown timer: set the duration in seconds.

Set the countdown time

Set the death toll to modify the player's death toll: set the number of units.

Set the number of death units of the player.

Set doodad Status Set DOODAD status for the player's unit in this position.

The setting of small objects in a specific area

Set Invincibility Set Invincibility for the units owned by the player in this location.

Set invincible player units in specific areas.

Set the task target Set the task target as: text.

Set this task

Set the next scene to load the scene after the current game is over.

Set the map to read after the current task.

Set resources to modify resources for players: set quantity resources.

Set certain resources for players.

Set the score for the player to modify the score: set the number of points.

Set player score

Set the switch.

Switch setting

The dialogue portrait display unit talks with the current player for milliseconds.

Displays the unit portrait of the current player for a period of time.

Transmission sends transmission to the current player from the unit in the location. Play WAV files. Modify the transmission duration: set the number of milliseconds. Displays the following text: Text

Establish a dialogue. Including the location display of the unit on the small map, accompanied by sounds and words.

Unmute the sounds of all non-trigger units of the current player.

Turn off the sound of all non-trigger units of the current player.

Cancel pausing the game Cancel pausing the game.

Break the game pause

Unpack timer Unpack countdown timer.

Lift the countdown pause

The current player's victory ends the scene.

The current player's task is successful.

Wait wait duration milliseconds.

Wait for a period of time (one thousandth of a second)

(watch it for 5 minutes and watch it again. )

When the conditions are met, the result will be executed.

For example:

Condition: I killed at least one person (player 1 killed at least one arbitrary unit).

Result: I was transferred to prison.

(Move all units of player 1 anywhere to prison. )

Making Star Role Playing Maps with Artificial Intelligence (3)

The first thing you should know is that there are two kinds of artificial intelligence scripts:

1. is an AI script with no location (the following will not be explained).

2. It is an artificial intelligence script that runs in a specified location.

Let's talk about the first one: its action is Run AI Script, which has three items.

1. Send all units to carry out strategic suicide mission: this is a premeditated killing operation! I will call all my troops to fight like a flat (as long as I go where I can hit them) until I can kill the enemy (including the computer player who is hostile to me! Either all die, or your own troops die, or continue to kill!

2. Send all units to perform random suicide missions: just like when AI is not used, but the alert range is significantly larger.

3. Switching the computer player to save the passive: it is to let the player enter the saved state (that is, the kind that you will join if you go forward). Simply put, the control (player/settings ...) has been changed to recoverable.

There are many second-class AI! But in fact, it is roughly divided into the following categories:

1. (race ellipsis) custom level: the old version of StarCraft (non-bloody battle) construction base AI is hardly offensive.

2. It's easy/medium/difficult/crazy to have a Zerg/Terran/Protoss campaign.

The following is an introduction to each difficulty level:

Yi: low-level development attacks AI, which is generally used to design the initial level of a series of maps.

Intermediate: Intermediate development attacks AI better than Yi, and will build more arms. In the map series, the first few levels will be needed.

Difficulty: Generally, it is not much different from AI in single player mode. Everyone knows, so I won't introduce it.

Insanity: it means retarded and crazy. It can only build and develop soldiers crazily, attack frequently, and use more advanced arms every time! However, they usually win by quantity. The original low-level arms will not think of developing advanced ones until they die, so they are mentally retarded. But when magic and advanced arms appear, they are extremely difficult to deal with! Sometimes fighting is silly. If the base is large and the defense is few, hehe ... wait for the pain.

There is also a special difficulty (actually not a difficulty level):

Districts and towns: AI that can only dig mines and hardly develop and build soldiers! It is very useful if you use it to set up the library AI of the computer in the task (this is the real purpose).

Note: AI with the word expansion refers to AI based on bloody battle. If you use AI without the word expansion, new arms (such as doctors) and new technologies (such as speed and skin +2 upgrade) will not be created in a bloody battle! Of course, the AI file with the extension will be saved as an SCX file.

Set alliance status AI script:

Set the player to (* state)

* Enemy: take the player as the enemy;

* Allies: Allies with players.

Note: this kind of AI has the same effect as the alliance state set in Actaion (but not exactly the same)!

Higher value of this area: it enables computer players to put their troops in the place where they are used for defense, which is generally to let computers guard AI in important places or buildings.

Enter the nearest bunker: Terrans will automatically enter the nearest bunker.

There are also means of transportation (for all ethnic groups)

(* Action) Transportation:

* Entry: Luhang will enter the means of transport at this location;

* Exit: On the contrary, this AI will let out the things in transportation.

Note: Entering the nearest bunker, entering/leaving the transport plane, and setting the player as enemy/ally can be used for human players.

How can we make the computer have a good combat AI?

Note the following points: 1. If you want the computer to start from scratch, just leave it at headquarters.

But remember that the Zerg will give 1 overlord!

2. If the computer player has a considerable base range from the beginning, it is best to cover almost the whole base.

3. If you want a supercomputer, you can help it set a cheating trigger, such as:

Conditions:

-Forever

Action:

-Modify the current player's resources: set 5000 minerals and natural gas.

-Hold trigger

In this way, computers will have inexhaustible resources, hehe. .......

4. Don't let the computer run AI everywhere, otherwise (mining crazily) ... and don't add a save trigger after the trigger that runs AI-crazy headquarters! ! ! You can't let a computer use two AI scripts in two places at a certain distance! Otherwise, its engineers will continue to run. Hehe, but you can use the campaign area towns at the base.

This time, I will tell you how to use the switch. What is a Switch? Quite simply, it means "switch", which can be understood as "mark". Now, let's start with some knowledge about switch triggers:

Firstly, there are several states of switch action:

1.Set: equivalent to turning on the switch.

2.Clear: contrary to Set, it is to turn off the switch.

3.toggle: the state switch between setting and clearing, that is to say, the state that is originally set becomes clear after the toggle occurs. The reverse is also true.

4.Random: Random means to let the computer choose Set or Clear. Toggle doesn't know, so it can be used to "step on thunder" RPG.

There are 256 switches in total! ! It's not enough, is it? But how do I know which one to hit when I use it? This has a renaming function, you can use it to rename your switch #, so you won't make a mistake! Ha ha!

Using these functions, we can make some map triggers with clear order.

For example, if you want to make a map that allows players to choose the difficulty first and then the race, you only need three locations and a Terran civilian. How can you make these two steps clear?

For example, first make three locations called Yi-Zerg, Middle-Terran and Hard-Protoss (this is for the convenience of memory, in fact, the name is easy to remember), and then make a location called Civic (to create Terran civil location).

If you don't use the "switch" according to the above conditions, the steps of selecting difficulty and race will be repeated, which is very troublesome!

If you use "Switch", the problem will be solved (if Player 1 is a human player, and Player2 is a computer and a zerg):

Player:-Player 2

Conditions:-Player 1 Bring the last 1 Terran civilian to "Yi-Zerg"

Action:-Execute the artificial intelligence script "Zerg Battle Easy" at the location (the location you chose for Player 2).

-Set "switch 1" (it doesn't matter which one is easy to remember, you can also change it to an easy-to-remember name by "renaming ...")

-Remove 1 Terran civilians as "Yi-Zerg" players 1

-Create a Terran Civilian in Terran Civilian.

This completes the first step. The next step is to select races, create citizens, and then set:

Player:-Player 1

Conditions:-Player 1 Bring the last 1 Terran civilian to "Yi-Zerg"

-"switch 1" (that is, the one set in the last trigger) is set.

Action:-Create a 1 Zerg Incubation Base for the player (in the place you set).

Here I use "Switch 1" as the "switch". As long as the first trigger happens, I turn on the "switch" to make the map clear about the order of the first and second triggers.

This is just a brief introduction, so I won't elaborate on the rest.

Another example: I set up a racing dog (walking back and forth). How can we confirm that a player has reached a turning point before returning to the finish line?

Let's see: let's set the starting position to start, the transit point to Turn, and Player 1 and Player2 to human players.

First: Player:-Player 1

Conditions:-The current player brings the last 1 (puppy) into the "turn"

Action:-Set "Turned" (I renamed the switch I selected from "turned" with the renaming item).

Step 2: Set:

Player:-Player 1

Conditions:-The current player will bring the last 1 (the unit you choose) to the "start" (again).

-"Steering" has been set

Action:-End the current player's victory scene (victory)

Here I use the "switch" to mark whether the runner has turned the corner (this position is called "turn"). As long as the player has been to the turning point, a "turning point" is set, which is one of the conditions for successful triggering (the trigger set in the second step).

In this way, each player sets it once, and a game is basically completed! If you put some thought into it, you can make a cross-country race map. If so, you can contact the jaguar leader of this group (you'd better call me, he is very busy! Ha ha laugh ...)

In short, Switch can mark the release of one or more events, and then it can be used as a favorable condition to help you make a better map!