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    posted a message on Ranking system using bank files.

    Hello!

    I am currently helping in the development of the Starbow mod, which is close to completion. I would like to make a ranking system for the mod, similar to iccup (but the system itself is of little importance atm)

    I am good with math but bad with triggers. If a very kind soul could make a map with triggers that do the following:

    - Gives the winning player an added value in a "rank" parameter.

    - Gives the losing player a subtracted value in a "rank parameter.

    - Let's nothing happen to the "rank" parameter for a draw or if one player leaves within x sec (e.g 60) after the game starts. (in-game time ofc).

    - Adds the option: "ranked or unranked" in the lobby of the arcade.

    Then I can change the rest. I just need the basic triggers to work with.

    Thanks in advance. Starbow has seen a lot of growth recently and your contribution will be credited.

    Posted in: Triggers
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    posted a message on Need income tab in-game.

    But the label is the dialog item. I can only assign dialogs to labels not a dialog item.

    Would you care to expand your last statement a bit more? Sorry that you have to spoon-feed me this, I am very new to trigger work.

    Scrap that, fixed it, thanks for all the help!

    Posted in: Triggers
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    posted a message on Need income tab in-game.

    Here are both triggers and the dialog item variable. There are some more triggers there as well but they are for worker behavior, they should not interfere.

    http://imgur.com/MVkNiS9

    http://imgur.com/6I4CXvF

    http://imgur.com/vfYjeaZ

    Posted in: Triggers
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    posted a message on Need income tab in-game.

    I get the general idea, but I still cannot get it to work. Sorry for bothering so much, but I am learning a lot from this. Hopefully I won't need this much help in the future.

    So this is what I did. I made a separate trigger which creates a dialog and added a "show dialog" to it. I also created a label in the same trigger (I used the map initialization as condition).

    Then I made a global dialog item to "save" the label (last created dialog item). Then I used the "Set (Name of dialog item) text change text to integer" in the income display trigger (the trigger we have been working on).

    It does not "connect" the one I make with the text change I desire. It creates the dialog and shows the text on the label, but it does not change it to my current income.

    Posted in: Triggers
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    posted a message on Need income tab in-game.

    Got it! Now I am having trouble actually creating the dialog (it does not show up on my screen).

    I use:

    Dialog - Create a Modal dialog of size (something, something) at (somwhere) realitve to center of the map Dialog - Create a Button (maybe it should be label) for dialog (Last created dialog) Dialog - Set (Last created dialog) text to (Text(Income)) for (All players)

    What's wrong?

    Edit: I got it to show up by using the show/hide dialog, but is just showing a bit "2" no matter my income.

    Posted in: Triggers
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    posted a message on Need income tab in-game.

    Thanks again! I've gotten global variables to work now. One more thing:

    Which dialog action do I chose to display a variable? I can only get it to display text and I cannot set the text as the variable.

    I did google around and check the wiki before posting this but I cannot find it.

    Posted in: Triggers
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    posted a message on Need income tab in-game.

    Thanks! I am working on it. I am kinda new at triggers. Now "Income" will be set as a local varable and I assume that "MineralsTHEN" will be set as a global variable (since it is not set up at all) but when I add "variable" to actions I can only pick from the local ones. Any help? :)

    Posted in: Triggers
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    posted a message on [Solved] Need trigger for worker behavior

    Problem solved! Thanks for all the help!

    Posted in: Triggers
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    posted a message on Need income tab in-game.

    Hello!

    Is it possible to use triggers to make an income tab that is visible during game-play? We need this to adjust some mining values and see the results instantly. Any help is appreciated.

    Posted in: Triggers
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    posted a message on [Solved] Need trigger for worker behavior

    Thanks a lot geru!

    I'll have to look closer at it and learn some triggers....

    If someone wants to translate this to actual triggers in a map I'd be very happy!

    Posted in: Triggers
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    posted a message on [Solved] Need trigger for worker behavior

    Let me add some more here. And I really hope someone can help me.

    We already have triggers in Starbow making workers automatically try to find a new patch if one is currently occupied. All that should be needed is to put that behaviour as part of an "if" loop.

    If no other patches are open (not sure how to make that) then wait by the patch, else goto open patch.

    You can look at the triggers by opening the "Starbow HoTS Final" map from the EU server at the editor. It's version 1.64 or so that is the latest.

    Posted in: Triggers
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    posted a message on [Solved] Need trigger for worker behavior

    Allow me to elaborate on how SC2 mining works and what I want to try for Starbow.

    SC2: The mining time for SC2 allows for "paring", but this is no more than mining when the field is open for it since one worker will be done by the time the second gets there. Now here is the important part (and I did some testing): If worker A is going to mine from a mineral field occupied by worker B, it will do one of two things. It will wait until worker B is done if worker be is soon done (I do not have the exact values but I think it is less than a second), OR it wil try to find an open mineral patch if worker B has more than that time left to mine.

    What I want: I want workers to try another patch regardless of how much time worker B has left. (Which we already have implemented). But I also want to add that worker A stays by the patch if all the other patches are occupied at the moment it checks if the patch by worker B has been occupied. If that made any sense....

    So this will be a trigger which overrides the trigger we already have if a certain condition is fulfilled.

    Posted in: Triggers
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    posted a message on [Solved] Need trigger for worker behavior

    Hello!

    I am helping work on the SC2 mod named Starbow. You can read more about it here: www.teamliquid.net/forum/viewmessage.php?topic_id=304955

    We are currently using the "stupid worker AI" trigger from BW which works as follows: As soon as a worker tries to harvest a mineral field, IF the field is occupied it will automatically try to find a new open field.

    This makes workers less effective but makes over-saturation almost never max out.

    In BroodWar however, it seemed that workers would not act this way if all mineral fields were being harvested as they tried to harvest. Then they would simply wait until the current harvester was done. This is what I want to try to add to a test map and see how the eco pans out. To be more spesific:

    Can someone tell me how to make a trigger which does the following:

    When a harvester tries to harvest and occupied mineral field it waits for its turn by that mineral field ONLY IF all the other mineral fields are being harvested the exact moment it is "checking" if the current field is open for harvest. It will move to another field by default if there is another mineral field open in our mod, so that trigger should not be needed.

    Was that clear? I know absolutely nothing about triggers so the best for me is just to make a new map with only these triggers in them and send it to me so I can copy them over. You can use my email: [email protected]

    Cheers!

    Posted in: Triggers
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