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[M] [H] Resetting a map to it's starting state

Forum Index > SC2 Maps & Custom Games
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Ballistics
Profile Joined August 2010
30 Posts
June 13 2012 19:01 GMT
#1
I would like to know how to modify maps in such a way that when I press a button or enter a command they reset themselves as if the game has just started - Nexus, 6 probes, everything else removed, sort of like the build order testers that have been released.

The reason I want to be able to do it myself is because I don't like the new testers as opposed to the very first one that had a single command that reset a very tiny map. No menus and fancy stuff.

If I know the way to do this I can embed the command in whatever map I want and in particular, the new maps that come out every season. It would be much faster instead of waiting for others to release official testers with a bunch of useless (for me) additional menus and choices that take time to go through before you start playing the game.

What I'm asking might be very simple, but I've already tried to do it on my own in the Editor but it seems too complex.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 13 2012 19:32 GMT
#2
Well I don't know how to do it, but there are already a few things like this, (at least in the EU) like "The BO (build order) Tester" or SALT maps, which allow you to reset to starting mode aswell as load saved situations (you can go back to start using the load command). SALT exist in a large number of maps, so you can choose which one you want. Generaly when I want to practice a build I just do use "The BO (build order) Tester", but salt works too when you want to test map specific builds.
Rkynick
Profile Joined December 2011
85 Posts
June 13 2012 19:42 GMT
#3
Basically you need to add a trigger which would
1) kill all the units on each side
2) replace the starting command center/nexus/hatchery + workers
3) replace/restore all mineral patches and geysers
4) remove all researched tech from both sides
5) remove all banked resources / reset to defaults
etc to reset the gamestate manually.
Ballistics
Profile Joined August 2010
30 Posts
June 13 2012 20:42 GMT
#4
On June 14 2012 04:42 Rkynick wrote:
Basically you need to add a trigger which would
1) kill all the units on each side
2) replace the starting command center/nexus/hatchery + workers
3) replace/restore all mineral patches and geysers
4) remove all researched tech from both sides
5) remove all banked resources / reset to defaults
etc to reset the gamestate manually.


I see, that makes sense. Hopefully someone can add a little more detail like where I can find said triggers amongst all the different menus in the editor. And how to bind them to a command like -w for example.

Also this is more so a personal note than anything, but resetting the timer should also be added to the list.
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-06-14 00:59:16
June 14 2012 00:56 GMT
#5
On June 14 2012 05:42 Ballistics wrote:
Show nested quote +
On June 14 2012 04:42 Rkynick wrote:
Basically you need to add a trigger which would
1) kill all the units on each side
2) replace the starting command center/nexus/hatchery + workers
3) replace/restore all mineral patches and geysers
4) remove all researched tech from both sides
5) remove all banked resources / reset to defaults
etc to reset the gamestate manually.


I see, that makes sense. Hopefully someone can add a little more detail like where I can find said triggers amongst all the different menus in the editor. And how to bind them to a command like -w for example.

Also this is more so a personal note than anything, but resetting the timer should also be added to the list.

If you're brand new to the editor and have no desire to get fancy, you probably want to use a typed chat command rather than a button.

You're going to want to create a couple variable arrays. One way to do a reset is to have one array to store the positions of all neutral units and another sister array to store the corresponding unit type. So, create a new Point variable. Check "Array". Give it a size, like 500. Do the same with a new Unit Type variable.

At map init, Pick Each Unit In Unit Group Matching Conditions and sort it out to pick all neutral (player 0) units. This will pick up minerals, gas, xel'naga towers, critters, destructible rocks, etc. Do two things with each Picked Unit. Write Position of Unit to the first available Point array slot and its Unit Type to the corresponding Unit Type array slot.

Create a trigger that has an event along the lines of "Chat Message Entered". Match it to whatever you want your trigger phrase to be. Have that trigger destroy all units, then move through your arrays and recreate 1 unit of the unit type stored at the position stored. Then create melee starting units for each player playing at their respective starting location. Reset resources for each player to 50 minerals and 0 gas. Set all research upgrades to 0 for all players. Unfortunately, you cannot reset the original fog of war on the minimap.

If you run into specific technical questions, try searching SC2Mapster.com for tutorials or Q/A threads.
Who dat ninja?
Ballistics
Profile Joined August 2010
30 Posts
June 14 2012 01:28 GMT
#6
Nice thanks, I'll give it a go and see what happens.
turtles
Profile Blog Joined August 2011
Australia360 Posts
June 16 2012 15:22 GMT
#7
On June 14 2012 04:42 Rkynick wrote:
Basically you need to add a trigger which would
1) kill all the units on each side
2) replace the starting command center/nexus/hatchery + workers
3) replace/restore all mineral patches and geysers
4) remove all researched tech from both sides
5) remove all banked resources / reset to defaults
etc to reset the gamestate manually.



This will give you the basic map you want. To go a bit further a few other things you *could* do are:

1 replace/restore rocks
2 remove creep spread
3 reset map vision
4 remove the model of the minerals/guysers/rocks (otherwise each time you replace the minerals the old model remains leading to lag if you reload many times)
5 reset the game clock (so you can use it for timings)
6 have a custom AI for the computer player. If you keep removing/creating buildings for the default AI it doesn't know whats happening and does some crazy stuff (doing builds like 6 pylon, 10 macro nexus in base, 10 double gas, then mass probes. lol)

If you do #6 let me know how it goes.
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