Vlaks your way is fine its just .... in sc you had to use units moving to regions because you didnt have many other options.
Personally I see controlling the game through moving units to regions to be kinda lame or not very sexy.
B0ne123 has a good point there its good to write your triggers so one trigger can handle all the players in game. The logic for handling multiple players is a bit more advanced but once you have the hang of it youll be amazed at the things you can make pretty quickly for every player in game with out having to duplicate a trigger for each player.
If you wanna see an example of triggers that handle multiple players take a look at my Kill_tracker example in my sig.
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
ok i see what you are both saying. i think i wanna keep it the same for now. but i did want add in hero or like advanced unit section so maybe i can make those purchasable.
I would love to make these arrays but before i even started working on this map, first i just read up on everything. the triggers all stuck pretty well at least i thought. the variables and everything in that category got me so confused. but i am good a terrain portion. I am thinking maybe scraping this and starting over. maybe with a new style. yea i def went with the old style but thats all i knew from sc1. so i sc2 i guess i gotta convert. wish me luck.
ok i ran i looked through it. the variables confuse me a little. and what the diffrence in a function vs a trigger? just event base? if there is no event how do i get it to run?
ok i tried your trigger and it works! Thank you SOOOOO much. ahahhaa i don't know what you did.... how did you get it work.... i did like a hundred times and didn't get it to work... omg ahahaha
i applied them to my map and they worked.... i am jsut still kinda confused i guess but i am accepting. it makes sense as i am looking at it. i just don't know what i did differently..... oh wait.... i think i see it.
the only difference i see is that you stated "anywhere" i did "entire map" is that a huge difference?
i guess not. don't know how your last trigger looked like, your first one in this thread is crappy.
here is a proper version of hydra:
hydraEventsUnit-AnyUnitEntershydraLocalVariablesConditions(Player(Triggeringplayer)Minerals)>=10ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If((Triggeringplayer)mod2)==1------- assuming player 1 3 5 7 are in team 1------- player 2 4 6 8 are in team 2ThenUnit-Create4Hydraliskforplayer(Triggeringplayer)at(Centerofcenterteam1)usingdefaultfacing(NoOptions)ElseUnit-Create4Hydraliskforplayer(Triggeringplayer)at(Centerofcenterteam2)usingdefaultfacing(NoOptions)Player-Modifyplayer(Triggeringplayer)Minerals:Subtract10Unit-Kill(Triggeringunit)
even this is still improvable. if you've got a lot of spawns it saves time to use a function with parameters and arrays with information about the unit every region spawns
this allows you to spawn a lot of different types with just two triggers and one function.
start easy ;) income wars still uses this system only slightly improved with variables to save time when I have to balance a unit. I want to use the function/array style because by now I know how to do it. but I'm lazy.
lol. i hear ya. .... for some reason i having problems with teams. i was going to make it a 2vs2. but i make the game on b.net i makes as a 3v1 so i then took off the team placements and still happens. in the lobby there are three on one team. hummmm i am gonna mess with it more.
this is oldschool :O still using it in income wars^^
Reminds me of Raynor/Swann's Vulture talk
Raynor: I'm not gonna let you trash talk a classy piece of hardware.
Swann: Classy? Yeah I guess you could call it that, though most people don't want a bike that explodes when the repulser fields freeze up, or the engine starts leaking radioactive waste, but who cares if it's classy right?
Raynor: Nobody like's a smartass Swann.
lol, probably not exactly how it went, but that was me going off of memory.
Personally, I'd prefer to use the wonderous new Custom UI in the place of those classy "Move units onto beacons" style of trigger execution, clicking a button would also take much less time than telling an scv to move to a specific spot. Not to mention in the long run it takes less work, less work having to draw and name the regions, also the beacons that just sit there waiting to be used, not to mention the dummy unit's to act as statues indicating what they do.
Not to say all the oldschool shouldn't be used, it still works nicely for RPG's when your picking a class, nice to have a look at what your gonna be before you pick it. Course there are always more advanced ways to do it, like some people making those World of Warcraft maps.
All a matter of preference I guess, but usually I try to pick the method that annoy's the players the least, back then it was all we could do. Now we actually have choice's.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Vlaks your way is fine its just .... in sc you had to use units moving to regions because you didnt have many other options.
Personally I see controlling the game through moving units to regions to be kinda lame or not very sexy.
B0ne123 has a good point there its good to write your triggers so one trigger can handle all the players in game. The logic for handling multiple players is a bit more advanced but once you have the hang of it youll be amazed at the things you can make pretty quickly for every player in game with out having to duplicate a trigger for each player.
If you wanna see an example of triggers that handle multiple players take a look at my Kill_tracker example in my sig.
this is oldschool :O still using it in income wars^^
@b0ne123: Go
ok i see what you are both saying. i think i wanna keep it the same for now. but i did want add in hero or like advanced unit section so maybe i can make those purchasable.
I would love to make these arrays but before i even started working on this map, first i just read up on everything. the triggers all stuck pretty well at least i thought. the variables and everything in that category got me so confused. but i am good a terrain portion. I am thinking maybe scraping this and starting over. maybe with a new style. yea i def went with the old style but thats all i knew from sc1. so i sc2 i guess i gotta convert. wish me luck.
i am still going to need help tho :P
Vlaks take a look at my my Kill tracking example it handles all players kill tracking in a couple lines of code
@SouLCarveRR: Go
ok i ran i looked through it. the variables confuse me a little. and what the diffrence in a function vs a trigger? just event base? if there is no event how do i get it to run?
@b0ne123: Go
ok i tried your trigger and it works! Thank you SOOOOO much. ahahhaa i don't know what you did.... how did you get it work.... i did like a hundred times and didn't get it to work... omg ahahaha
@Vlaks: Go
just take a slow look at every step the two triggers are doing. these are really simple ones.
it's helpful to mark the triggers and read the help text written at the bottom
don't know where are you from, if the triggers don't have a name, I'm to lazy to localize a test map^^
the names are hydra, marine, restore scvs
@b0ne123: Go
i applied them to my map and they worked.... i am jsut still kinda confused i guess but i am accepting. it makes sense as i am looking at it. i just don't know what i did differently..... oh wait.... i think i see it.
the only difference i see is that you stated "anywhere" i did "entire map" is that a huge difference?
i guess not. don't know how your last trigger looked like, your first one in this thread is crappy.
here is a proper version of hydra:
even this is still improvable. if you've got a lot of spawns it saves time to use a function with parameters and arrays with information about the unit every region spawns
this allows you to spawn a lot of different types with just two triggers and one function.
start easy ;) income wars still uses this system only slightly improved with variables to save time when I have to balance a unit. I want to use the function/array style because by now I know how to do it. but I'm lazy.
@b0ne123: Go
lol. i hear ya. .... for some reason i having problems with teams. i was going to make it a 2vs2. but i make the game on b.net i makes as a 3v1 so i then took off the team placements and still happens. in the lobby there are three on one team. hummmm i am gonna mess with it more.
@Vlaks: Go
http://forums.sc2mapster.com/development/tutorials/5486-lobby-game-modes-the-complete-guide-reference/#posts
_ ;)
Reminds me of Raynor/Swann's Vulture talk
Raynor: I'm not gonna let you trash talk a classy piece of hardware.
Swann: Classy? Yeah I guess you could call it that, though most people don't want a bike that explodes when the repulser fields freeze up, or the engine starts leaking radioactive waste, but who cares if it's classy right?
Raynor: Nobody like's a smartass Swann.
lol, probably not exactly how it went, but that was me going off of memory.
Personally, I'd prefer to use the wonderous new Custom UI in the place of those classy "Move units onto beacons" style of trigger execution, clicking a button would also take much less time than telling an scv to move to a specific spot. Not to mention in the long run it takes less work, less work having to draw and name the regions, also the beacons that just sit there waiting to be used, not to mention the dummy unit's to act as statues indicating what they do.
Not to say all the oldschool shouldn't be used, it still works nicely for RPG's when your picking a class, nice to have a look at what your gonna be before you pick it. Course there are always more advanced ways to do it, like some people making those World of Warcraft maps.
All a matter of preference I guess, but usually I try to pick the method that annoy's the players the least, back then it was all we could do. Now we actually have choice's.