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New way of lumber production?


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#1 Bigheaded

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Posted 31 May 2012 - 11:28 AM

based on the old system you're using, currently lumber is being produced as a unit, then immediately being removed from the map.

I am sure there are WAY better ways to do this. I will take a look into it at some stage unless you have ideas.


But i'm pretty sure it does two things:
1. Lags, a level 4 lumber mill is producing a unit which requires a trigger to remove it and this is happening a LOT.
2. Map pings, it's really actually very annoying/distracting getting all these green circles appear on your minimap.


Not sure how it can be done, but i think it's worth a look.

#2 Zer0o

Zer0o

Posted 31 May 2012 - 12:48 PM

It never really bugged me, but heres a (bad) example how it could look like:

Its pretty simple... after 40, 20, 8, 4 seconds, the player gets 1 lumber for every lvl1, lvl2, lvl3 or lvl4 lumber mill he has.

PROS: - VERY simple trigger.
- No lag cuz no unit gets trained.

CONS: - Players get lumber even if the mill is still upgrading/getting built.

#3 Bigheaded

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Posted 31 May 2012 - 01:02 PM

QUOTE (Zer0o @ May 31 2012, 05:48 PM) <{POST_SNAPBACK}>
CONS: - Players get lumber even if the mill is still upgrading/getting built.


a big one though, someone could get 30 "in building" lumber mills.

possibly variables for each player.

i was thinking along the lines:
event -> a building finishing upgrading/building.
condition -> building equal to lumber mill
action -> variable -> set variable x(player number) to variable x(player number) + 1

new trigger
trigger -> every 20 secs of game time
condition -> none
loop: for each variable y from 1-10 do:
action -> give x(y) wood to player(y)

the downside of this one is that it's no longer based on when a mill finishes and no lumber between these 20 second intervals. Also, new numbers would need to be given and it gets very complicated and ugly.

Edited by Bigheaded, 31 May 2012 - 01:02 PM.


#4 Zer0o

Zer0o

Posted 31 May 2012 - 01:31 PM

Hmm.. sounds good. Gonna try to make some working triggers for this wink.gif

#5 Niwa

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Posted 31 May 2012 - 02:29 PM

I wasn't involved in FS community until very recently so I didn't pay attention or care about the current lumber system, and I still don't care.
I just accepted it since it worked and showed you the progress of it being produced.

I also made a map similar to FS a long time ago (never finished, never released).

Lumber system was like this:
Mill gives you x lumber per interval of x seconds.
Whenever it produced the lumber, a text would appear saying +x exactly like when you kill a hostile creep for gold in melee game, except it is colored green instead of yellow.

It was written in JASS script using periodic expiring timers (which is the most lag-free way that gives each lumber mill it's own periodic intervals of producing lumber depending on when the building was completed/upgraded).

Another system I can think of but never attempted is:
Lumber mill autocasts channeling and when it is complete you gain a lumber.
This way is somewhat similar to current one as it will also show the progress but does not train a unit.





#6 Ve1ro

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Posted 02 June 2012 - 06:20 PM

I really like the idea of changing lumber income and getting rid of all thoes pings.

It may even solve a couple issues along with it, maybe unit stuck and desyncs

#7 AcediaPH

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Posted 23 May 2013 - 10:22 PM

Good idea :D. Which is already added in the latest versions :P. Weird language though xD



#8 ReD

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Posted 23 May 2013 - 10:53 PM

triggers job  :P



#9 AcediaPH

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Posted 24 May 2013 - 02:20 AM

I know. But can't understand the language :P. Oh well >.<



#10 Jem

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Posted 24 May 2013 - 05:23 AM

Hahaha, I cannot understand that language.



#11 AcediaPH

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Posted 24 May 2013 - 05:26 AM

LOOL :D. Is that canadian language?






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