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    posted a message on Need something created for you?

    @Keyeszx: Go Once again, I don't really see the point.

    Posted in: Triggers
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    posted a message on Need something created for you?
    Quote from ST4RKiLL3R: Go

    @Keyeszx: Go

    Deathtorn, I broke your system. I've done exactly what you did (albeit with one of the other pathing functions) earlier and it does the same thing. All you have to do is queue a couple build orders in the same spot (buildings can stack in this) and it lets buildings through the check. That's why I say shift queuing has to be disabled otherwise it's exploitable. Also, on a side note, if the map is blocked like I can exploit it to allow, any building you build after a complete wall has made will instantly cancel out due to your trigger thinking it's the building that's blocking. Try it yourself.

    Also, you don't have to make an antiwalling system like this. You could just make a system so that units will attack move if they cannot reach their destination until there is an available path they can take and then switch orders to a move command. The problem though is that units wont attempt to move the way you want them to if the path is walled off, they will go the long way around the platform. You need to find a way to prevent that if you want this to work. They need to attack move into it, destroy it, and proceed as normal.

    Quote from zeropoints: Go

    epic you turned his map from 600 to 300kB. Also deathtorn the >500 does that mean 500 range as in walking path range?

    All he did was save it using the ''Smaller Files' option in the editor. You can switch between faster saves and smaller files. Smaller files take longer to save so I tend to use fast save until the end of the project. Also I'm pretty sure 500 means walking range yes. The same thing could be applied by using one of the other pathing conditions and a different value (-1, 65536 or whatever it is depending on the function)

    Another way to break it was to pick up a spore crawler, and plant it, which wouldn't trigger, because you aren't building anything. The way to solve this would be to cancel the burrow, which should be simple enough. I imagine using a different event for the trigger rather then unit finishes building should be an easy fix. Also, the main reason I didn't make the trigger perfect, was mostly due to lack of time, and because I thought that you just needed a basis for your trigger. I'll finish this later tonight, when I get home.

    Posted in: Triggers
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    posted a message on Need something created for you?

    @ST4RKiLL3R: Go This seems to work fine.

    Posted in: Triggers
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    posted a message on Need something created for you?
    Quote from ST4RKiLL3R: Go

    @deathtorn: Go

    More or less. It's complicated, it would be best if you read my other thread on this issue. You also need to disable shift queuing orders for the players in-game somehow... afaik...

    I read the topic. I'm just going to make an anti walling system.


    Quote from molotovsoda: Go

    thank you very much! would you be able to attach a turret to the bottom of it for me? im really a terrainer/idea machine kinda dude

    Unless it can be done with triggers, no.

    Posted in: Triggers
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    posted a message on Need something created for you?
    Quote from ST4RKiLL3R: Go

    @deathtorn: Go

    Aight, here's the map in it's current state (It's very... not finished but the terrain looks pretty crazy imo)

    Quick question, is this supposed to be an anti-walling system?

    Posted in: Triggers
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    posted a message on Need something created for you?
    Quote from molotovsoda: Go

    I have attached the latest file here below, Its still very rough around the edges but I think you can do this without a problem, please have it be triggered by typing a phrase in like "testing" we can add the random timer thing ourselves

    I added the event, but not with the first person, because that would require a turret attached on top of the hyperion, and it would need a FPS engine. My variation of that is pretty good, I think. If you really want the FPS part of it, Send me a PM.


    Quote from Keyeszx: Go

    I've been wondering if this was possible. A new armor system and damage system.

    For armor it would work like this 100*[1-(2500/2500+armor)]

    For the damage I have items that both add damage and percentage of damage so this formula would work nicely (Flat Damage Bonuses + Base Damage) * (1 + Sum of Percentage Damages) = New Damage

    So hero A has a weapon that adds 25 damage and already starts with 50 damage and has an item that adds 50% damage would be something like this (25+50)*(1+0.5)=112.5

    Hmm, What's the point?


    Quote from ST4RKiLL3R: Go

    @zeropoints: Go

    If you could look at my thread "Disable Smart Pathing?" (it's in this section, 2 pages long), and see if you can come up with a solution that would seriously be amazing. I'd post the gist of it here, but it would probably be better to read all the stuff posted in there to see whats been done and tried etc.

    Thanks!

    I have an idea, but I would need the map, or at least the terrain to give it a shot.

    Posted in: Triggers
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    posted a message on Need help Making trigger efficient
    Quote from Usernameisntworkingright: Go

    Just like the title says, i need help making this map more efficient

    Its a fly cam, have fun playing around with it

    EDIT: oops forgot the commands,

    -set speed "your speed" sets how fast the camera moves, .5 is default, 1 and under is recommended

    -set far clip "your far clip" sets the far clip

    reset resets the camera and brings it back to a point

    That's pretty nifty.

    Posted in: Triggers
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    posted a message on Need something created for you?
    Quote from molotovsoda: Go

    Me and my buddy are making an urban combat RTS map, anyway we've been racking our brains on this for a little while now, we need to make an AC130 style effect from call of duty.

    basically what needs to happen is:

    -pick 1 random player from all active players -spawn an uncontrolable battle cruiser to go from one end of the map to the other, maybe make it spawn in a random spot on the edge and fly to a random spot on the opposite edge. -while it is flying the randomly chosen player will be able to control the turret (first person shooter) with a rail gun (sniper shot graphic and siegetank sound if possible) after the battle cruiser flies by kills some enemy players the chosen players camera needs to be set back to default and the BC is removed

    if you can set up this system for us we'll give you credit when we publish it on bnet and try to get some recognition, also if you would like to do other triggers for our project let me know, we're going to be doing alot of these kinds of random events.

    I'm going to need the actual map for implementation, send me the map in a PM.

    Quote from StatusQ3: Go

    @deathtorn: Go

    If you don't mind...what are action definitions. >< Defining an action? If so, you can add that...If that is what I am thinking about...Umm...I'm very sorry, I didn't think you would get this done so fast...would you mind adding a leaderboard? =/

    P.S Thanks for the triggers, I think I am starting to understand how the waves work.

    Done. If you need anything else, let me know in a PM.

    Posted in: Triggers
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    posted a message on Pick each unit in "Area1", move picked instantly to "Area2" not working? help!

    @WhiskyEU: Go

    Is the unit owned by player 1?

    Posted in: Triggers
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    posted a message on Need something created for you?
    Quote from StatusQ3: Go

    @deathtorn: Go

    I'd really like it if you could do Tower Defense Triggers for me. With the waves spawn and everything, I don't have any idea how to do it besides making a variable...If it's possible you could do that for me so I can learn from that that would be awesome!

    All that is in there is the waves, and the win/loss criteria. I tried to make it simple, so that you might understand some of it, by not using action definitions and such.

    Posted in: Triggers
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    posted a message on Need something created for you?
    Quote from Conradjd: Go

    hey deathtorn, i have a request for you, it is not exactly a project but more of a learning experience for me. I am making a map and it has no AI and no objective, its like a survival map, and i need a trigger that will allow me to keep time in a corner window and when the time reaches a certain point, end the game with a victory for the player, and the final time they survived needs to be on the victory screen.

    Thx

    I think this is what you're asking for.

    timer

    Posted in: Triggers
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    posted a message on event "Map initialization" not triggering

    @Jamesswart: Go

    Haha, welcome to the world of coding.

    Posted in: Triggers
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    posted a message on Need something created for you?

    Hello! I'm quite skilled in the Trigger editor section of the GE, but i have nothing to apply that to. If you need something that you can't do, for triggers, I will help you out. Make a reply, with a description of what you want, and i will get back to you ASAP. I'm also willing to help out people over Ventrillo, and MSN, if you would like to receive help through either, send me a PM. If you need work for a specific map and PM it to me, it will be done much faster than if I have to create everything from scratch.

    <div style="margin: 5px 20px 20px;"> <div class="alt2" style="text-align: left; margin: 0px; padding: 6px; border: 1px;"> <span style="float: left; padding-top: 2px;">People I have helped -  </span> <input value="Show" style="margin: 0px; padding: 0px; width: 80px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.value = 'Show';}" type="button"> </div> <div style="padding-top: 4px;"> <div class="alt2" style="display:none; margin: 0px; padding: 6px; border: 1px inset;"> Jinxxx123
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    Posted in: Triggers
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    posted a message on I like triggers.
    Locked, and remade in the Triggers Section.
    Posted in: Team Recruitment
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    posted a message on Mob difficulty scaling.
    Quote from Doomser91: Hi I am wondering how to scale mobs hp and damage depending on how many people are on the team. For example the normal game setup would be 3v3, but if it was 2v3 I would want the mobs attacking the team with two players to be scaled down in hp and damage. Same for if it was 1v3. I'm just not sure how to achieve this. Any help would be appreciated.
    Posted in: Triggers
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