Just out of curiousity, I see that you have an interesting idea, but how do you plan to actually use it? What is the point of this map, is it just a creative new resouce system, or is it an actual game?
Is there an event for "timer changed"? If so, have a trigger with said
event, and play a sound.
If there is no such event, have a loop with a 1-second wait that runs
for the duration of the timer and plays a beep.
You could just run a trigger with the actions to wait for the timer to get to a certain point like so:
Actions:
Wait for timer to have 3 seconds remaining.
Play soundlink for (All Players)
Wait for timer to have 2 seconds remaining.
Play soundlink for (All Players)
Wait for timer to have 1 seconds remaining.
Play soundlink for (All Players)
Which would be a very tedious method, but I'm sure you could throw a loop, some math, and a variable in there to condense it.
@jcraigk: Go
If you can't figure it out, send me a PM (I'll forget to check this topic), and I'll write something up.
can you set up a hero selection dialog system so you select the hero and there are certain items for certain hero's so if that hero is chosen that hero get these items. they pick 4 items out of 4 groups 1 pick in each group can you just note which variable are linked so i can put my corresponding hero and items in there.iff you need me to explain more i will
Create a quick paint image of what you want the dialogs to look like, and PM it to me.
Hmm, the only ways that I can think of is telling the cannon to stop, but that wouldn't work, because it would trigger like crazy, and lag up the map.
Blah, that's a hard one to do with triggers, Try data.
0
Would it be possible to show text tags over dialogs, or create some sort of similar effect with dialogs? This would make my life much simpler.
0
@Emnesia: Go
PM it to me.
@Titanisdrb: Go
I'll get that set up, when I get home.
0
I think this is you want. As for the detection, just do this:
Event:Unit Dies
Actions:
If Then Else
If: Owner of (Triggering Unit) != Owner of (Killing Unit)
Then:
Variable - Modify Kills[Killer]: + 1
Else:
Text Message: "You killed yourself!"
0
Bump
0
Just out of curiousity, I see that you have an interesting idea, but how do you plan to actually use it? What is the point of this map, is it just a creative new resouce system, or is it an actual game?
0
Blarg, that text is very ugly, would you mind posting the map, or some screenies, or something?
0
@Usernameisntworkingright: Go
I generally avoid proof reading triggers, I find it annoying.
0
<<reply 273896="">>
I think it may help to attach the map, because the screenies are good, but we can't test it ourself to see exactly what goes wrong.
0
You could just run a trigger with the actions to wait for the timer to get to a certain point like so:
Actions:
Wait for timer to have 3 seconds remaining.
Play soundlink for (All Players)
Wait for timer to have 2 seconds remaining.
Play soundlink for (All Players)
Wait for timer to have 1 seconds remaining.
Play soundlink for (All Players)
Which would be a very tedious method, but I'm sure you could throw a loop, some math, and a variable in there to condense it.
@jcraigk: Go
If you can't figure it out, send me a PM (I'll forget to check this topic), and I'll write something up.
0
Post some screenies, or something, so that we know what we're getting into.
0
Create a quick paint image of what you want the dialogs to look like, and PM it to me.
0
Bump. Still helping people.
0
Take a screenshot, I don't think I have ever seen that before.
0
@scmapcritic: Go
Hmm, the only ways that I can think of is telling the cannon to stop, but that wouldn't work, because it would trigger like crazy, and lag up the map.
Blah, that's a hard one to do with triggers, Try data.
0
That shouldn't be an issue. Send me the map through a PM, and I'll get started right away.