as u can see at screen shots i want to use offset by point to pin my camera when i need to it follow unit, heres problem it shows only position of unit, and camera always in center, I need to move my character to bottom of screen so i need to use point offset with some functions, i dont understand witch functions i could use to synchronize that offset for autofollowing with auto-rotate values... Can anyone tell me what kind of functions i can use?
btw i spent like 5 hours today to fix bunch of bugs, recreated alot of stuff, fixed all team bugs and bunch of UI bugs, damn there was alot of bugs with Custom UI, didnt work in multiplayer, i hope its totally done now, also fixed Last Target Panel, and recreated prestart function for character selection added bunch of arrays to variables, and created much more dialog items well visually it didnt changed, just work correct now
Added new variable (unit) to camera trigger, now it sets camera not on ur character but to target variable unit, so when u are in cargo with auto-rotation, it won't follow face point of cargo unit, but target unit that i triggerly set as transport unit that loads cargo
btw theres few screenshots of how u can make ur path thru my forests.
Heres a little video of gameplay that shows how my camera mode's work, actually theres a uniq state for each ability state, character or type of character's transport and their abilities and states, so when u morph ur tank it become a arcade mini game when u are strafing and shooting, and when u morph it to siege u can play like a normal RTS, well u can see it in the video, also u it video shows that my camera solutions actually works. Im gonna use this camera states for all types of characters minions and abilities. So each player will see this game different ways, some characters will be more RTS stylish, some of them more ARCADE and I'm also planning to add some cool third person mode with cross chair, to few classes, not sure i could do this cross chair alone.
Iv start looking for partner to work on this project with me, who'll take data development
btw heres new camera's angle i used for most of main character's, its 40, looks much eiser to control ur character with angle like that, btw i play suck in videos cuz i don't hame game mouse =(
For last week i were learning data editor, and i failed at all ;/ Didnt make anything usefull but few abilities with psysic basement, so i quit it for a while, and now im planing to do more triggers, first of all im making leaderboard, heres first screenshots of it (btw character on screenshot is in air, becuz of his leap ability) im planing to do a big job on it, ill post triggers in a while, btw heres explanation of what im trying to do:
First of all i want to team that got better total score to be above other team, also all players in team who has better score in team, will be above other players in team, i didnt figure out how to get this done yet, but im pretty sure ill do it soon, also im planing to make custom interface for default inventory and a bank for experiance and levels for players so they can keep with their experience from game to game. btw to show/hide leaderboard i use TAB key atm, cuz its familiar to me, but im also planing to add a button with a title to minimap panel, so u can show/hide leaderboard from there, if you are not that familiar with tab button like me.
One more tip about Leaderboard, i don't know if i said be4, teamkills is available, officer teamkills, and unit teamkills aswell, but i didn't add score for that in leaderboard cuz its alot of text, so when u teamkill unit it does -1 to ur unit killed score, same with officers teamkills, also it decrease your honor
You earning experience after game is over, when someone wins,its calculating from your scores, you getting experience for each point of honor, for each kill and decrease your experience from values of teamkills and deaths, so if u kill your teammates alot you won't get no experience at end, also you won't get any experience if you quit the game be4 it finishes by WINNING or LOOSING, also you'll get winning bonus, 100% of all experience you earned.
also when u show leaderboard it will highlight your name and score to make it eiser to find.
Off the bat, it would seem as though your "LEADERBOARD PARTS" variables, all of those variables, are of type "dialog" as opposed to "dialog item" which makes a huge difference.
It may be a million times more efficient and easier to create 1 dialog, and then items for that dialog, and move them about or change them.
I am about 80% sure the error you have 50 of "cannot get triggerdialog visible" or whatever, is an error returned if you try to hide an already hidden dialog; or show an already shown dialog.
Honestly, i think all of that trigger work you did there, could be done in about 1/30th the amount of work, with ease. If you really want to get into it; I think it could be done with maybe 15 lines total. 15 lines would be much easier to debug than the ~500 you got there, and return far fewer errors.
ok i fixed simple leader board trigger, but it just destroys my ideas to put players with highest scores above each other, I'm not really sure how to make it from here, probably have to recreate it completely but still, its working perfect now
Off the bat, it would seem as though your "LEADERBOARD PARTS" variables, all of those variables, are of type "dialog" as opposed to "dialog item" which makes a huge difference.
It may be a million times more efficient and easier to create 1 dialog, and then items for that dialog, and move them about or change them.
I am about 80% sure the error you have 50 of "cannot get triggerdialog visible" or whatever, is an error returned if you try to hide an already hidden dialog; or show an already shown dialog.
Honestly, i think all of that trigger work you did there, could be done in about 1/30th the amount of work, with ease.If you really want to get into it; I think it could be done with maybe 15 lines total.15 lines would be much easier to debug than the 500 you got there, and return far fewer errors.
yea iv just realized that I'm trying to show dialogs that is not even created, becuz of conditions in creation triggers, sometimes i act like an idiot by some reason, still, structure is too simple and looks like I'm not gonna do what i want this way, ill try to find another way
but to be honest i like this leader board alot, maybe I'm trying to make it too difficult, and its not really requirered, cuz it just does what it supposed to, well I'm thinking about it right now. mb ill stick with this leader board.
Sometime when you are free, If you have skype or some other screen sharing program, I would be willing to walk you through setting up a proper leaderboard, in the manner you are looking for. I need to create one for my current project.
I didn't have enough time today to make something big, but i spend a little time to create a little simple trigger that makes gameplay much interesting, its a combo system, and heres how it works, if u are attacking enemy u getting combo point, if u didn't attack anyone like 6 seconds, combo points goes to honor and reset variable value, if u attacked your teammate or died same thing happens, feel free to use it for ur own games.
btw i don't know SC2 data that good, and i spend like 10 minutes to find cool font style for it and i didn't found it, if someone knows any AWESOME COMBO FONT in sc2, pls tell me.
im also thinking to put filters to exclude structures and neutral units, but its like optional and combo max value of 100, when u hit 100 theres a game message that says what u just did. but it looks like impossible to hit.
example of filter condition that excludes structures, dead and missile and neutrals.
Btw iv also figured out that i can't skip TPS mode for some types of characters, only character requires TPS mode atm its Scout, i thought its too difficult for me to create system like that, but gameplay wouldn't be that interesting if some classes wouldn't have it, cuz its what i was planning at beginning, when i start creating this game on paper, its like a regular TPS mode with WSAD movement and mouse looking/targeting, whats difference between my TPS system and other that is when u use abilities, like a rail gun, while targeting it becomes a regular RTS camera mode like in original SC2, so u can target abilities like in original SC2. Well I'm not sure if i can get this done properly but, I'm gonna work on it start from now.
Ok id just recreated capturing system. created alot more triggers and variables, and new invisible unit called Capture Range. Hows it work?
It creates a range actor, and triggers are checking who's in zone, and if theres only greens it changes color to green and start capturing, if theres only reds it changes to red and start capturing and if theres both of them it changes to yellow and nothing happens, in Rune zones u have to have ur team color to activate rune.
Heres a little video that shows how it works.
GlobalVariables:NORTHREDTEAM=False<Boolean>NORTHGREENTEAM=False<Boolean>CENTRALPROGRESSBARCURRENTVALUE=0.0<Real>SOUTHPROGRESSBARCURRENTVALUE=0.0<Real>NORTHPROGRESSBARCURRENTVALUE=0.0<Real>SOUTH-EASTPROGRESSBARCURRENTVALUE=0.0<Real>SOUTH-WESTPROGRESSBARCURRENTVALUE=0.0<Real>NORTH-EASTPROGRESSBARCURRENTVALUE=0.0<Real>NORTH-WESTPROGRESSBARCURRENTVALUE=0.0<Real>WESTPROGRESSBARCURRENTVALUE=0.0<Real>EASTPROGRESSBARCURRENTVALUE=0.0<Real>WESTPROGRESSBAR=NoDialogItem<DialogItem>EASTPROGRESSBAR=NoDialogItem<DialogItem>SOUTH-EASTPROGRESSBAR=NoDialogItem<DialogItem>SOUTH-WESTPROGRESSBAR=NoDialogItem<DialogItem>SOUTHPROGRESSBAR=NoDialogItem<DialogItem>CENTRALPROGRESSBAR=NoDialogItem<DialogItem>NORTH-EASTPROGRESSBAR=NoDialogItem<DialogItem>NORTH-WESTPROGRESSBAR=NoDialogItem<DialogItem>NORTHPROGRESSBAR=NoDialogItem<DialogItem>SOUTH-EASTCAPTURERANGE=NoUnit<Unit>SOUTH-WESTCAPTURERANGE=NoUnit<Unit>SOUTHCAPTURERANGE=NoUnit<Unit>NORTH-EASTCAPTURERANGE=NoUnit<Unit>NORTH-WESTCAPTURERANGE=NoUnit<Unit>NORTHCAPTURERANGE=NoUnit<Unit>EASTCAPTURERANGE=NoUnit<Unit>EASTRUNECAPTURERANGE=NoUnit<Unit>WESTCAPTURERANGE=NoUnit<Unit>WESTRUNECAPTURERANGE=NoUnit<Unit>CENTRALCAPTURERANGE=NoUnit<Unit>SOUTH-EASTCAPTURERANGEACTOR=NoActor<Actor>SOUTH-WESTCAPTURERANGEACTOR=NoActor<Actor>SOUTHCAPTURERANGEACTOR=NoActor<Actor>NORTH-EASTCAPTURERANGEACTOR=NoActor<Actor>NORTH-WESTCAPTURERANGEACTOR=NoActor<Actor>NORTHCAPTURERANGEACTOR=NoActor<Actor>EASTCAPTURERANGEACTOR=NoActor<Actor>EASTRUNECAPTURERANGEACTOR=NoActor<Actor>WESTCAPTURERANGEACTOR=NoActor<Actor>WESTRUNECAPTURERANGEACTOR=NoActor<Actor>CENTRALCAPTURERANGEACTOR=NoActor<Actor>WESTRADAROWNER=0<Integer>EASTRADAROWNER=0<Integer>NORTHOUTPOSTOWNER=0<Integer>SOUTHOUTPOSTOWNER=0<Integer>NORTH-EASTOUTPOSTOWNER=0<Integer>NORTH-WESTOUTPOSTOWNER=0<Integer>SOUTH-EASTOUTPOSTOWNER=0<Integer>SOUTH-WESTOUTPOSTOWNER=0<Integer>CENTRALOUTPOSTOWNER=0<Integer>CREATEPROGRESSBARSANDCAPTURERANGESEventsLocalVariablesConditionsActions-------MOVECAPTUREREGIONSANDPOINTSTORIGHTPOSITIONSRegion-MoveCENTRALGROUPERto(CenterofCENTRALBEACON)Region-MoveNORTHGROUPERto(CenterofNORTHBEACON)Region-MoveSOUTHGROUPERto(CenterofSOUTHBEACON)Region-MoveEASTGrouperto(CenterofEASTStationBeacon)Region-MoveWESTGrouperto(CenterofWESTStationBeacon)Region-MoveSOUTH-EASTGROUPERto(CenterofSOUTH-EASTBEACON)Region-MoveSOUTH-WESTGROUPERto(CenterofSOUTH-WESTBEACON)Region-MoveNORTH-EASTGROUPERto(CenterofNORTH-EASTBEACON)Region-MoveNORTH-WESTGROUPERto(CenterofNORTH-WESTBEACON)Region-MoveWESTRUNEGROUPERto(CenterofWESTRune)Region-MoveEASTRUNEGROUPERto(CenterofEASTRUNE)Point-MoveCENTRALFrontierRallyTo(CenterofCENTRALBEACON)Point-MoveNORTHMEDICRALLYTo(CenterofNORTHBEACON)Point-MoveSOUTHMedicRallyTo(CenterofSOUTHBEACON)Point-MoveNORTH-EASTRangerRallyTo(CenterofNORTH-EASTBEACON)Point-MoveNORTH-WESTTrooperOutpostRallyTo(CenterofNORTH-WESTBEACON)Point-MoveSOUTH-EASTTrooperRallyTo(CenterofSOUTH-EASTBEACON)Point-MoveSOUTH-WESTRangerRallyTo(CenterofSOUTH-WESTBEACON)-------SOUTH-WESTDIALOGDialog-CreateaModaldialogofsize(300,30)at(0,0)relativetoCenterofscreenDialog-Move(Lastcreateddialog)to(0,0)relativetoOverheadof(UNIT)OutpostProgressBar[47.00,45.00]
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
------- Create Progress Bar
Dialog - Create a Progress Bar for dialog (Last created dialog)
Dialog - Set (Last created dialog item) size to (250, 30) for (All players)
Dialog - Set (Last created dialog item) minimum value to 0.0 for (All players)
Dialog - Set (Last created dialog item) maximum value to 12.0 for (All players)
Dialog - Set (Last created dialog item) current value to 6.0 for (All players)
Dialog - Set (Last created dialog item) color to White for (All players)
Variable - Set SOUTH-WEST PROGRESS BAR = (Last created dialog item)
Variable - Set SOUTH-WEST PROGRESS BAR CURRENT VALUE = 6.0
Dialog - Set SOUTH-WEST PROGRESS BAR current value to SOUTH-WEST PROGRESS BAR CURRENT VALUE for (All players)
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of SOUTH-WEST GROUPER) facing 0.0 degrees (No Options)
Variable - Set SOUTH-WEST CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set SOUTH-WEST CAPTURE RANGE ACTOR = (Last created actor)
------- SOUTH-EAST DIALOG
Dialog - Create a Modal dialog of size (300, 30) at (0, 0) relative to Center of screen
Dialog - Move (Last created dialog) to (0, 0) relative to Overhead of (UNIT) Outpost Progress Bar [208.00,47.50]
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
------- Create Progress Bar
Dialog - Create a Progress Bar for dialog (Last created dialog)
Dialog - Set (Last created dialog item) size to (250, 30) for (All players)
Dialog - Set (Last created dialog item) minimum value to 0.0 for (All players)
Dialog - Set (Last created dialog item) maximum value to 12.0 for (All players)
Dialog - Set (Last created dialog item) current value to 6.0 for (All players)
Dialog - Set (Last created dialog item) color to White for (All players)
Variable - Set SOUTH-EAST PROGRESS BAR = (Last created dialog item)
Variable - Set SOUTH-EAST PROGRESS BAR CURRENT VALUE = 6.0
Dialog - Set SOUTH-EAST PROGRESS BAR current value to SOUTH-EAST PROGRESS BAR CURRENT VALUE for (All players)
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of SOUTH-EAST GROUPER) facing 0.0 degrees (No Options)
Variable - Set SOUTH-EAST CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set SOUTH-EAST CAPTURE RANGE ACTOR = (Last created actor)
------- SOUTH
Dialog - Create a Modal dialog of size (300, 30) at (0, 0) relative to Center of screen
Dialog - Move (Last created dialog) to (0, 0) relative to Overhead of (UNIT) Outpost Progress Bar [152.50,27.00]
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
------- Create Progress Bar
Dialog - Create a Progress Bar for dialog (Last created dialog)
Dialog - Set (Last created dialog item) size to (250, 30) for (All players)
Dialog - Set (Last created dialog item) minimum value to 0.0 for (All players)
Dialog - Set (Last created dialog item) maximum value to 12.0 for (All players)
Dialog - Set (Last created dialog item) current value to 6.0 for (All players)
Dialog - Set (Last created dialog item) color to White for (All players)
Variable - Set SOUTH PROGRESS BAR = (Last created dialog item)
Variable - Set SOUTH PROGRESS BAR CURRENT VALUE = 6.0
Dialog - Set SOUTH PROGRESS BAR current value to SOUTH PROGRESS BAR CURRENT VALUE for (All players)
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of SOUTH GROUPER) facing 0.0 degrees (No Options)
Variable - Set SOUTH CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set SOUTH CAPTURE RANGE ACTOR = (Last created actor)
------- CENTRAL
Dialog - Create a Modal dialog of size (300, 30) at (0, 0) relative to Center of screen
Dialog - Move (Last created dialog) to (0, 0) relative to Overhead of (UNIT) Outpost Progress Bar [127.00,122.50]
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
------- Create Progress Bar
Dialog - Create a Progress Bar for dialog (Last created dialog)
Dialog - Set (Last created dialog item) size to (250, 30) for (All players)
Dialog - Set (Last created dialog item) minimum value to 0.0 for (All players)
Dialog - Set (Last created dialog item) maximum value to 12.0 for (All players)
Dialog - Set (Last created dialog item) current value to 6.0 for (All players)
Dialog - Set (Last created dialog item) color to White for (All players)
Variable - Set CENTRAL PROGRESS BAR = (Last created dialog item)
Variable - Set CENTRAL PROGRESS BAR CURRENT VALUE = 6.0
Dialog - Set CENTRAL PROGRESS BAR current value to CENTRAL PROGRESS BAR CURRENT VALUE for (All players)
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of CENTRAL GROUPER) facing 0.0 degrees (No Options)
Variable - Set CENTRAL CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set CENTRAL CAPTURE RANGE ACTOR = (Last created actor)
------- NORTH-EAST
Dialog - Create a Modal dialog of size (300, 30) at (0, 0) relative to Center of screen
Dialog - Move (Last created dialog) to (0, 0) relative to Overhead of (UNIT) Outpost Progress Bar [205.00,201.00]
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
------- Create Progress Bar
Dialog - Create a Progress Bar for dialog (Last created dialog)
Dialog - Set (Last created dialog item) size to (250, 30) for (All players)
Dialog - Set (Last created dialog item) minimum value to 0.0 for (All players)
Dialog - Set (Last created dialog item) maximum value to 12.0 for (All players)
Dialog - Set (Last created dialog item) current value to 6.0 for (All players)
Dialog - Set (Last created dialog item) color to White for (All players)
Variable - Set NORTH-EAST PROGRESS BAR = (Last created dialog item)
Variable - Set NORTH-EAST PROGRESS BAR CURRENT VALUE = 6.0
Dialog - Set NORTH-EAST PROGRESS BAR current value to NORTH-EAST PROGRESS BAR CURRENT VALUE for (All players)
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of NORTH-EAST GROUPER) facing 0.0 degrees (No Options)
Variable - Set NORTH-EAST CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set NORTH-EAST CAPTURE RANGE ACTOR = (Last created actor)
------- NORTH-WEST
Dialog - Create a Modal dialog of size (300, 30) at (0, 0) relative to Center of screen
Dialog - Move (Last created dialog) to (0, 0) relative to Overhead of (UNIT) Outpost Progress Bar [44.00,198.50]
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
------- Create Progress Bar
Dialog - Create a Progress Bar for dialog (Last created dialog)
Dialog - Set (Last created dialog item) size to (250, 30) for (All players)
Dialog - Set (Last created dialog item) minimum value to 0.0 for (All players)
Dialog - Set (Last created dialog item) maximum value to 12.0 for (All players)
Dialog - Set (Last created dialog item) current value to 6.0 for (All players)
Dialog - Set (Last created dialog item) color to White for (All players)
Variable - Set NORTH-WEST PROGRESS BAR = (Last created dialog item)
Variable - Set NORTH-WEST PROGRESS BAR CURRENT VALUE = 6.0
Dialog - Set NORTH-WEST PROGRESS BAR current value to NORTH-WEST PROGRESS BAR CURRENT VALUE for (All players)
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of NORTH-WEST GROUPER) facing 0.0 degrees (No Options)
Variable - Set NORTH-WEST CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set NORTH-WEST CAPTURE RANGE ACTOR = (Last created actor)
------- NORTH
Dialog - Create a Modal dialog of size (300, 30) at (0, 0) relative to Center of screen
Dialog - Move (Last created dialog) to (0, 0) relative to Overhead of (UNIT) Outpost Progress Bar [99.50,219.00]
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
------- Create Progress Bar
Dialog - Create a Progress Bar for dialog (Last created dialog)
Dialog - Set (Last created dialog item) size to (250, 30) for (All players)
Dialog - Set (Last created dialog item) minimum value to 0.0 for (All players)
Dialog - Set (Last created dialog item) maximum value to 12.0 for (All players)
Dialog - Set (Last created dialog item) current value to 6.0 for (All players)
Dialog - Set (Last created dialog item) color to White for (All players)
Variable - Set NORTH PROGRESS BAR = (Last created dialog item)
Variable - Set NORTH PROGRESS BAR CURRENT VALUE = 6.0
Dialog - Set NORTH PROGRESS BAR current value to NORTH PROGRESS BAR CURRENT VALUE for (All players)
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of NORTH GROUPER) facing 0.0 degrees (No Options)
Variable - Set NORTH CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set NORTH CAPTURE RANGE ACTOR = (Last created actor)
------- WEST
Dialog - Create a Modal dialog of size (300, 30) at (0, 0) relative to Center of screen
Dialog - Move (Last created dialog) to (0, 0) relative to Overhead of (UNIT) Outpost Progress Bar [32.50,103.00]
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
------- Create Progress Bar
Dialog - Create a Progress Bar for dialog (Last created dialog)
Dialog - Set (Last created dialog item) size to (250, 30) for (All players)
Dialog - Set (Last created dialog item) minimum value to 0.0 for (All players)
Dialog - Set (Last created dialog item) maximum value to 12.0 for (All players)
Dialog - Set (Last created dialog item) current value to 6.0 for (All players)
Dialog - Set (Last created dialog item) color to White for (All players)
Variable - Set WEST PROGRESS BAR = (Last created dialog item)
Variable - Set WEST PROGRESS BAR CURRENT VALUE = 6.0
Dialog - Set WEST PROGRESS BAR current value to WEST PROGRESS BAR CURRENT VALUE for (All players)
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of WEST Grouper) facing 0.0 degrees (No Options)
Variable - Set WEST CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set WEST CAPTURE RANGE ACTOR = (Last created actor)
------- EAST
Dialog - Create a Modal dialog of size (300, 30) at (0, 0) relative to Center of screen
Dialog - Move (Last created dialog) to (0, 0) relative to Overhead of (UNIT) Outpost Progress Bar [220.50,143.00]
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
------- Create Progress Bar
Dialog - Create a Progress Bar for dialog (Last created dialog)
Dialog - Set (Last created dialog item) size to (250, 30) for (All players)
Dialog - Set (Last created dialog item) minimum value to 0.0 for (All players)
Dialog - Set (Last created dialog item) maximum value to 12.0 for (All players)
Dialog - Set (Last created dialog item) current value to 6.0 for (All players)
Dialog - Set (Last created dialog item) color to White for (All players)
Variable - Set EAST PROGRESS BAR = (Last created dialog item)
Variable - Set EAST PROGRESS BAR CURRENT VALUE = 6.0
Dialog - Set EAST PROGRESS BAR current value to EAST PROGRESS BAR CURRENT VALUE for (All players)
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of EAST Grouper) facing 0.0 degrees (No Options)
Variable - Set EAST CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set EAST CAPTURE RANGE ACTOR = (Last created actor)
------- EAST RUNE
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of EAST RUNE GROUPER) facing 0.0 degrees (No Options)
Variable - Set EAST RUNE CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set EAST RUNE CAPTURE RANGE ACTOR = (Last created actor)
------- WEST RUNE
------- Create Capture Range
Unit - Create 1 (UNIT) Capture Range for player 0 at (Center of WEST RUNE GROUPER) facing 0.0 degrees (No Options)
Variable - Set WEST RUNE CAPTURE RANGE = (Last created unit)
Actor - Attach (RANGE) Range 06 to Head on (Last created unit)
Variable - Set WEST RUNE CAPTURE RANGE ACTOR = (Last created actor)
TAKE FUNC
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(WEST PROGRESS BAR CURRENT VALUE)) == 6.0
WEST RADAR OWNER != 0
Then
Trigger - Run WEST Radar Station by Neutral (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(WEST PROGRESS BAR CURRENT VALUE)) == 12.0
WEST RADAR OWNER != 1
Then
Trigger - Run WEST Radar Station by Reds (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(WEST PROGRESS BAR CURRENT VALUE)) == 0.0
WEST RADAR OWNER != 2
Then
Trigger - Run WEST Radar Station by Greens (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(EAST PROGRESS BAR CURRENT VALUE)) == 6.0
EAST RADAR OWNER != 0
Then
Trigger - Run EAST Radar Station by Neutral (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(EAST PROGRESS BAR CURRENT VALUE)) == 12.0
EAST RADAR OWNER != 1
Then
Trigger - Run EAST Radar Station by Reds (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(EAST PROGRESS BAR CURRENT VALUE)) == 0.0
EAST RADAR OWNER != 2
Then
Trigger - Run EAST Radar Station by Greens (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(CENTRAL PROGRESS BAR CURRENT VALUE)) == 6.0
CENTRAL OUTPOST OWNER != 0
Then
Trigger - Run CENTRAL Frontier Outpost by Neutral (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(CENTRAL PROGRESS BAR CURRENT VALUE)) == 12.0
CENTRAL OUTPOST OWNER != 1
Then
Trigger - Run CENTRAL Frontier Outpost by Reds (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(CENTRAL PROGRESS BAR CURRENT VALUE)) == 0.0
CENTRAL OUTPOST OWNER != 2
Then
Trigger - Run CENTRAL Frontier Outpost by Greens (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(SOUTH PROGRESS BAR CURRENT VALUE)) == 6.0
SOUTH OUTPOST OWNER != 0
Then
Trigger - Run SOUTH Medic Outpost by Neutral (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(SOUTH PROGRESS BAR CURRENT VALUE)) == 12.0
SOUTH OUTPOST OWNER != 1
Then
Trigger - Run SOUTH Medic Outpost by Reds (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(SOUTH PROGRESS BAR CURRENT VALUE)) == 0.0
SOUTH OUTPOST OWNER != 2
Then
Trigger - Run SOUTH Medic Outpost by Greens (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(NORTH PROGRESS BAR CURRENT VALUE)) == 6.0
NORTH OUTPOST OWNER != 0
Then
Trigger - Run NORTH Medic Outpost by Neutral (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(NORTH PROGRESS BAR CURRENT VALUE)) == 12.0
NORTH OUTPOST OWNER != 1
Then
Trigger - Run NORTH Medic Outpost by Reds (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(NORTH PROGRESS BAR CURRENT VALUE)) == 0.0
NORTH OUTPOST OWNER != 2
Then
Trigger - Run NORTH Medic Outpost by Greens (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(SOUTH-EAST PROGRESS BAR CURRENT VALUE)) == 6.0
SOUTH-EAST OUTPOST OWNER != 0
Then
Trigger - Run SOUTH-EAST Trooper Outpost by Neutral (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(SOUTH-EAST PROGRESS BAR CURRENT VALUE)) == 12.0
SOUTH-EAST OUTPOST OWNER != 1
Then
Trigger - Run SOUTH-EAST Trooper Outpost by Reds (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(SOUTH-EAST PROGRESS BAR CURRENT VALUE)) == 0.0
SOUTH-EAST OUTPOST OWNER != 2
Then
Trigger - Run SOUTH-EAST Trooper Outpost by Greens (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(SOUTH-WEST PROGRESS BAR CURRENT VALUE)) == 6.0
SOUTH-WEST OUTPOST OWNER != 0
Then
Trigger - Run SOUTH-WEST Ranger Outpost by Neutral (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(SOUTH-WEST PROGRESS BAR CURRENT VALUE)) == 12.0
SOUTH-WEST OUTPOST OWNER != 1
Then
Trigger - Run SOUTH-WEST Ranger Outpost by Reds (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(SOUTH-WEST PROGRESS BAR CURRENT VALUE)) == 0.0
SOUTH-WEST OUTPOST OWNER != 2
Then
Trigger - Run SOUTH-WEST Ranger Outpost by Greens (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(NORTH-EAST PROGRESS BAR CURRENT VALUE)) == 6.0
NORTH-EAST OUTPOST OWNER != 0
Then
Trigger - Run NORTH-EAST Ranger Outpost by Neutral (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(NORTH-EAST PROGRESS BAR CURRENT VALUE)) == 12.0
NORTH-EAST OUTPOST OWNER != 1
Then
Trigger - Run NORTH-EAST Ranger Outpost by Reds (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(NORTH-EAST PROGRESS BAR CURRENT VALUE)) == 0.0
NORTH-EAST OUTPOST OWNER != 2
Then
Trigger - Run NORTH-EAST Ranger Outpost by Greens (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(NORTH-WEST PROGRESS BAR CURRENT VALUE)) == 6.0
NORTH-WEST OUTPOST OWNER != 0
Then
Trigger - Run NORTH-WEST Trooper Outpost by Neutral (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(NORTH-WEST PROGRESS BAR CURRENT VALUE)) == 12.0
NORTH-WEST OUTPOST OWNER != 1
Then
Trigger - Run NORTH-WEST Trooper Outpost by Reds (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Trunc(NORTH-WEST PROGRESS BAR CURRENT VALUE)) == 0.0
NORTH-WEST OUTPOST OWNER != 2
Then
Trigger - Run NORTH-WEST Trooper Outpost by Greens (Check Conditions, Don't Wait until it finishes)
Else
WEST CAPTURE UPDATE
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
WEST RED TEAM = False <Boolean>
WEST GREEN TEAM = False <Boolean>
WEST RED COUNTER TEAM = False <Boolean>
WEST GREEN COUNTER TEAM = False <Boolean>
Conditions
Actions
Unit Group - Pick each unit in (Any units in WEST Station Beacon owned by player Any Player matching Excluded: Air, Structure, Missile, Item, Buried, Cloaked, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
((Owner of (Picked unit)) is in RED TEAM) == True
(Owner of (Picked unit)) == 13
Then
Variable - Set WEST RED TEAM = True
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
((Owner of (Picked unit)) is in GREEN TEAM) == True
(Owner of (Picked unit)) == 14
Then
Variable - Set WEST GREEN TEAM = True
Else
Unit Group - Pick each unit in (Any units in WEST Grouper owned by player Any Player matching Excluded: Air, Structure, Missile, Item, Buried, Cloaked, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
((Owner of (Picked unit)) is in RED TEAM) == True
(Owner of (Picked unit)) == 13
Then
Variable - Set WEST RED COUNTER TEAM = True
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
((Owner of (Picked unit)) is in GREEN TEAM) == True
(Owner of (Picked unit)) == 14
Then
Variable - Set WEST GREEN COUNTER TEAM = True
Else
------- WEST
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
WEST PROGRESS BAR CURRENT VALUE <= 12.0
WEST GREEN COUNTER TEAM == False
WEST RED TEAM == True
Then
Variable - Modify WEST PROGRESS BAR CURRENT VALUE: + 1.0
Dialog - Set WEST PROGRESS BAR current value to WEST PROGRESS BAR CURRENT VALUE for (All players)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
WEST PROGRESS BAR CURRENT VALUE >= 0.0
WEST GREEN TEAM == True
WEST RED COUNTER TEAM == False
Then
Variable - Modify WEST PROGRESS BAR CURRENT VALUE: - 1.0
Dialog - Set WEST PROGRESS BAR current value to WEST PROGRESS BAR CURRENT VALUE for (All players)
Else
WEST CAPTURE RANGE UPDATE
Events
Timer - Every 0.1 seconds of Game Time
Local Variables
WEST RED TEAM = False <Boolean>
WEST GREEN TEAM = False <Boolean>
Conditions
Actions
Unit Group - Pick each unit in (Any units in WEST Grouper owned by player Any Player matching Excluded: Air, Structure, Missile, Item, Buried, Cloaked, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
((Owner of (Picked unit)) is in RED TEAM) == True
(Owner of (Picked unit)) == 13
Then
Variable - Set WEST RED TEAM = True
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
((Owner of (Picked unit)) is in GREEN TEAM) == True
(Owner of (Picked unit)) == 14
Then
Variable - Set WEST GREEN TEAM = True
Else
------- WEST
General - If (Conditions) then do (Actions) else do (Actions)
If
WEST RED TEAM == False
WEST GREEN TEAM == False
Then
Actor - Send message "SetTintColor 255,255,255" to actor WEST CAPTURE RANGE ACTOR
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
WEST RED TEAM == True
WEST GREEN TEAM == True
Then
Actor - Send message "SetTintColor 255,255,0" to actor WEST CAPTURE RANGE ACTOR
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
WEST RED TEAM == True
WEST GREEN TEAM == False
Then
Actor - Send message "SetTintColor 255,0,0" to actor WEST CAPTURE RANGE ACTOR
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
WEST RED TEAM == False
WEST GREEN TEAM == True
Then
Actor - Send message "SetTintColor 0,255,0" to actor WEST CAPTURE RANGE ACTOR
Else
WEST Radar Station by Neutral
Events
Local Variables
Conditions
Actions
Unit - Change ownership of (UNIT) Control Panel [31.00,101.00] to player 0 and Change Color
Unit - Change ownership of (UNIT) Radar [29.00,96.00] to player 0 and Change Color
Unit - Change ownership of (UNIT) Power Generator [33.00,93.00] to player 0 and Change Color
Unit - Change ownership of (UNIT) Power Generator [27.00,99.00] to player 0 and Change Color
Variable - Set WEST RADAR OWNER = 0
I havent post all triggers cuz they are familiar to each other but almost the same, but they are like 10 times bigger.
This looks good I like top down maps but maybe giving a a slight angle on the camera will give it a better view. Keep the great job you are putting on this map.
This looks good I like top down maps but maybe giving a a slight angle on the camera will give it a better view. Keep the great job you are putting on this map.
Each character has his own camera mode for each unit state and ability, so when u use like targetable ability, mode changes, you morphing, mode changes, still settings are not final, but system just working, I'm planning to change setting to make game look better when i put everything together =) I hope one day you'll help me to improve terrains with alot of details War =)
btw I'm planning to put neutral bunkers with turrets around the map, and if u get inside u start to controlling it but if it gets killed it don't destroys, just start burning repairing it self, but drops u away and won't let anyone get in for like a minute.
im planing to put them not near camps but near bridges, runes and radar stations, so u can actually capture them and use to hold positions that have tactical weight, not sure if its cool idea and it could fit with gameplay, but ill try to check how it works on practice.
I got sad news, my ex-wife just got to my place yesterday and took notebook with BGH:T project, becuz it was property of her, well she said she don't give a sh.... About my project and she'll send it back to me but still I don't have another PC to work with map editor, so project is stopped for now, I don't know how long it will take, we'll I'm planing to buy a new one from salary, but it will take at least 2 months, so please don't close my project's thread, one day I'll come back and finish it.
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thats it, im gonna work with camera at multipli states for each ability for each character personaly. thats the plan.
u can see simple example at screen shot
Ok heres Camera system, and i got one issue
as u can see at screen shots i want to use offset by point to pin my camera when i need to it follow unit, heres problem it shows only position of unit, and camera always in center, I need to move my character to bottom of screen so i need to use point offset with some functions, i dont understand witch functions i could use to synchronize that offset for autofollowing with auto-rotate values... Can anyone tell me what kind of functions i can use?
and to start i use these
btw i spent like 5 hours today to fix bunch of bugs, recreated alot of stuff, fixed all team bugs and bunch of UI bugs, damn there was alot of bugs with Custom UI, didnt work in multiplayer, i hope its totally done now, also fixed Last Target Panel, and recreated prestart function for character selection added bunch of arrays to variables, and created much more dialog items well visually it didnt changed, just work correct now
Added new variable (unit) to camera trigger, now it sets camera not on ur character but to target variable unit, so when u are in cargo with auto-rotation, it won't follow face point of cargo unit, but target unit that i triggerly set as transport unit that loads cargo
btw theres few screenshots of how u can make ur path thru my forests.
Heres a little video of gameplay that shows how my camera mode's work, actually theres a uniq state for each ability state, character or type of character's transport and their abilities and states, so when u morph ur tank it become a arcade mini game when u are strafing and shooting, and when u morph it to siege u can play like a normal RTS, well u can see it in the video, also u it video shows that my camera solutions actually works. Im gonna use this camera states for all types of characters minions and abilities. So each player will see this game different ways, some characters will be more RTS stylish, some of them more ARCADE and I'm also planning to add some cool third person mode with cross chair, to few classes, not sure i could do this cross chair alone.
Iv start looking for partner to work on this project with me, who'll take data development
btw heres new camera's angle i used for most of main character's, its 40, looks much eiser to control ur character with angle like that, btw i play suck in videos cuz i don't hame game mouse =(
not sure if its work multiplayer
Im looking for people to help me test my map, add me please: MaxonMC #2903 EU
For last week i were learning data editor, and i failed at all ;/ Didnt make anything usefull but few abilities with psysic basement, so i quit it for a while, and now im planing to do more triggers, first of all im making leaderboard, heres first screenshots of it (btw character on screenshot is in air, becuz of his leap ability) im planing to do a big job on it, ill post triggers in a while, btw heres explanation of what im trying to do: First of all i want to team that got better total score to be above other team, also all players in team who has better score in team, will be above other players in team, i didnt figure out how to get this done yet, but im pretty sure ill do it soon, also im planing to make custom interface for default inventory and a bank for experiance and levels for players so they can keep with their experience from game to game. btw to show/hide leaderboard i use TAB key atm, cuz its familiar to me, but im also planing to add a button with a title to minimap panel, so u can show/hide leaderboard from there, if you are not that familiar with tab button like me.
One more tip about Leaderboard, i don't know if i said be4, teamkills is available, officer teamkills, and unit teamkills aswell, but i didn't add score for that in leaderboard cuz its alot of text, so when u teamkill unit it does -1 to ur unit killed score, same with officers teamkills, also it decrease your honor
You earning experience after game is over, when someone wins,its calculating from your scores, you getting experience for each point of honor, for each kill and decrease your experience from values of teamkills and deaths, so if u kill your teammates alot you won't get no experience at end, also you won't get any experience if you quit the game be4 it finishes by WINNING or LOOSING, also you'll get winning bonus, 100% of all experience you earned.
also when u show leaderboard it will highlight your name and score to make it eiser to find.
Looks interesting so far.
ok heres my problem, i haven't done everything i want, and I'm already stuck with simple leader board without position changes.
heres triggers and error screenshots:
What I'm doing wrong?
Off the bat, it would seem as though your "LEADERBOARD PARTS" variables, all of those variables, are of type "dialog" as opposed to "dialog item" which makes a huge difference.
It may be a million times more efficient and easier to create 1 dialog, and then items for that dialog, and move them about or change them.
I am about 80% sure the error you have 50 of "cannot get triggerdialog visible" or whatever, is an error returned if you try to hide an already hidden dialog; or show an already shown dialog.
Honestly, i think all of that trigger work you did there, could be done in about 1/30th the amount of work, with ease. If you really want to get into it; I think it could be done with maybe 15 lines total. 15 lines would be much easier to debug than the ~500 you got there, and return far fewer errors.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
ok i fixed simple leader board trigger, but it just destroys my ideas to put players with highest scores above each other, I'm not really sure how to make it from here, probably have to recreate it completely but still, its working perfect now
yea iv just realized that I'm trying to show dialogs that is not even created, becuz of conditions in creation triggers, sometimes i act like an idiot by some reason, still, structure is too simple and looks like I'm not gonna do what i want this way, ill try to find another way
but to be honest i like this leader board alot, maybe I'm trying to make it too difficult, and its not really requirered, cuz it just does what it supposed to, well I'm thinking about it right now. mb ill stick with this leader board.
Sometime when you are free, If you have skype or some other screen sharing program, I would be willing to walk you through setting up a proper leaderboard, in the manner you are looking for. I need to create one for my current project.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I didn't have enough time today to make something big, but i spend a little time to create a little simple trigger that makes gameplay much interesting, its a combo system, and heres how it works, if u are attacking enemy u getting combo point, if u didn't attack anyone like 6 seconds, combo points goes to honor and reset variable value, if u attacked your teammate or died same thing happens, feel free to use it for ur own games.
btw i don't know SC2 data that good, and i spend like 10 minutes to find cool font style for it and i didn't found it, if someone knows any AWESOME COMBO FONT in sc2, pls tell me.
im also thinking to put filters to exclude structures and neutral units, but its like optional and combo max value of 100, when u hit 100 theres a game message that says what u just did. but it looks like impossible to hit.
example of filter condition that excludes structures, dead and missile and neutrals.
Btw iv also figured out that i can't skip TPS mode for some types of characters, only character requires TPS mode atm its Scout, i thought its too difficult for me to create system like that, but gameplay wouldn't be that interesting if some classes wouldn't have it, cuz its what i was planning at beginning, when i start creating this game on paper, its like a regular TPS mode with WSAD movement and mouse looking/targeting, whats difference between my TPS system and other that is when u use abilities, like a rail gun, while targeting it becomes a regular RTS camera mode like in original SC2, so u can target abilities like in original SC2. Well I'm not sure if i can get this done properly but, I'm gonna work on it start from now.
Ok id just recreated capturing system. created alot more triggers and variables, and new invisible unit called Capture Range. Hows it work? It creates a range actor, and triggers are checking who's in zone, and if theres only greens it changes color to green and start capturing, if theres only reds it changes to red and start capturing and if theres both of them it changes to yellow and nothing happens, in Rune zones u have to have ur team color to activate rune.
Heres a little video that shows how it works.
I havent post all triggers cuz they are familiar to each other but almost the same, but they are like 10 times bigger.
This looks good I like top down maps but maybe giving a a slight angle on the camera will give it a better view. Keep the great job you are putting on this map.
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Each character has his own camera mode for each unit state and ability, so when u use like targetable ability, mode changes, you morphing, mode changes, still settings are not final, but system just working, I'm planning to change setting to make game look better when i put everything together =) I hope one day you'll help me to improve terrains with alot of details War =)
btw I'm planning to put neutral bunkers with turrets around the map, and if u get inside u start to controlling it but if it gets killed it don't destroys, just start burning repairing it self, but drops u away and won't let anyone get in for like a minute. im planing to put them not near camps but near bridges, runes and radar stations, so u can actually capture them and use to hold positions that have tactical weight, not sure if its cool idea and it could fit with gameplay, but ill try to check how it works on practice.
I got sad news, my ex-wife just got to my place yesterday and took notebook with BGH:T project, becuz it was property of her, well she said she don't give a sh.... About my project and she'll send it back to me but still I don't have another PC to work with map editor, so project is stopped for now, I don't know how long it will take, we'll I'm planing to buy a new one from salary, but it will take at least 2 months, so please don't close my project's thread, one day I'll come back and finish it.