I am making a multiplayer map where you capture territories to increase your supply and kill other ppl’s units to gain resources. In this map you don’t have any bases besides the territories that you capture and you’re mane defense and offence is units. You train units by beaming them in like you do when you use a warp gate. The only reason why you would capture territories is because the territories increase your supply and make it so you can beam units to where the territories are.
My question is, seeing that this is my first multiplayer map, how do I set up so everyone starts at a random , but designated, start locations and when they go near one of the territories they can capture them if no enemy units are near it along with capture enemy territories that have no enemy’s units near it. I am thinking about making the territories pylons because they have power fields so you can warp units to the pylon and there easy to spot.
Sorry for my spelling and bad grammar.
Thank you. I looked at the post and it is really confusing to be just starting out. I just wanted to post to show my appreciation for you responding to my post. I’m working out all the kinks that and problem I’m having is with changing the unit [pylon] because the example has changing the region and not a unite. I might just be reading it wrong though. Although a really appreciate the help. If you could refer some other posts I should read that would be very helpful too and I would like to know if anyone would even like to play this map if I ever got it all done and really to post it up on battle net. Thank you very much for all your help.
I have got the changing the pylons [territories] to the respective player that has captured the respective pylon [territories]. Now I need help trying to create the starting units in a random starting location.
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I am making a multiplayer map where you capture territories to increase your supply and kill other ppl’s units to gain resources. In this map you don’t have any bases besides the territories that you capture and you’re mane defense and offence is units. You train units by beaming them in like you do when you use a warp gate. The only reason why you would capture territories is because the territories increase your supply and make it so you can beam units to where the territories are. My question is, seeing that this is my first multiplayer map, how do I set up so everyone starts at a random , but designated, start locations and when they go near one of the territories they can capture them if no enemy units are near it along with capture enemy territories that have no enemy’s units near it. I am thinking about making the territories pylons because they have power fields so you can warp units to the pylon and there easy to spot. Sorry for my spelling and bad grammar.
take a look at the region array tutorial in my sig.... its not entirely complete but you should get an idea
Thank you. I looked at the post and it is really confusing to be just starting out. I just wanted to post to show my appreciation for you responding to my post. I’m working out all the kinks that and problem I’m having is with changing the unit [pylon] because the example has changing the region and not a unite. I might just be reading it wrong though. Although a really appreciate the help. If you could refer some other posts I should read that would be very helpful too and I would like to know if anyone would even like to play this map if I ever got it all done and really to post it up on battle net. Thank you very much for all your help.
Yeah my thing has unit enterig a region and then takes control of it.
Theres alot of posts on here about taking ownership of some kind of area.
Generally the best method is to use arrays or some kinda data table.
all right ill look all that up. thank you very much again.
I have got the changing the pylons [territories] to the respective player that has captured the respective pylon [territories]. Now I need help trying to create the starting units in a random starting location.