Nobody reads them b/c you have to agree to play the game, no matter what. But I promise you, when WoW bans some accounts for botting or w/e, there are people that will go through those agreements with a fine tooth comb. Thing is, they all that that one line in there that pretty much makes the rest irrelevant.
Usually something to the effect of
"Everything herein is subject to change at the discretion of XYZ corporation."
I removed the wait trigger and no change. The wait is required or a player can spam click and get more than one hero.
The error occurs right at melee ini on the Set Player trigger according to the error messages with negative values not supported. I also have my creep wave spawn triggers set to:
Or
Conditions
(Player Regen Chamber[(Player 1 from (Players on team 1))] is alive) == true
(Player Regen Chamber[(Player 2 from (Players on team 1))] is alive) == true
This trigger fails as well when there is no one on team 2 or 3. Due to the error message and it not working for 2 triggers It seems to me that "Player 1 from (Players on Team 2)" is not recognized. I'm beginning to feel that it just doesn't work. Has anyone been able to confirm that it does?
I'm also not very clear on what to do with debug messages that could help.
I set up the Player Spawn array and set it to points as you show. I have a melee ini trigger that moves the camera for player on team x to a specific point. this works properly for the teams.
Unfortunately, no character and no regen chamber is created when I select my unit. The dialog is hidden so I'm sure the trigger is firing. That combined with the cameras being in the right spot, I'm thinking the point just isn't being recognized and so there is no where to create the unit. I think the issue is, teams are recognized but "Player x on team y" is not.
I do also get an error: gt SetPlayer Function Negative Indexes not supported
I'm not sure if this has to do with there being no players on the other teams or what.
====Thisworks====PlayerGroup-Pickeachplayerin(Playersonteam1)anddo(Actions)ActionsCamera-Panthecameraforplayer(Pickedplayer)toTeam1Spawnover0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningPlayerGroup-Pickeachplayerin(Playersonteam2)anddo(Actions)ActionsCamera-Panthecameraforplayer(Pickedplayer)toTeam2Spawnover0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningPlayerGroup-Pickeachplayerin(Playersonteam3)anddo(Actions)ActionsCamera-Panthecameraforplayer(Pickedplayer)toTeam3Spawnover0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanning====Idon't believe this does ====SetPlayerEventsGame-MapinitializationLocalVariablesConditionsActionsVariable-SetPlayerSpawn[(Player1from(Playersonteam1))]=Player1SpawnVariable-SetPlayerSpawn[(Player2from(Playersonteam1))]=Player2SpawnVariable-SetPlayerSpawn[(Player1from(Playersonteam2))]=Player3SpawnVariable-SetPlayerSpawn[(Player2from(Playersonteam2))]=Player4SpawnVariable-SetPlayerSpawn[(Player1from(Playersonteam3))]=Player5SpawnVariable-SetPlayerSpawn[(Player2from(Playersonteam3))]=Player6Spawn====Hereisthecharacterselecttriggeragainmodifiedforthesevariables====CharacterSelectionEventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeClickedLocalVariablesConditionsActionsPlayer-Modifyplayer(Triggeringplayer)Minerals:SetTo50Unit-Create1Base-RegenerationChamberforplayer(Triggeringplayer)atPlayerSpawn[(Triggeringplayer)]facing270.0degrees(NoOptions)Variable-SetPlayerRegenChamber[(Triggeringplayer)]=(Lastcreatedunit)General-Switch(Actions)dependingon(Useddialogitem)CasesGeneral-If(SelectAldris)ActionsDialog-DisableSelectAldrisfor(Allplayers)General-Wait0.0825RealTimesecondsUnit-Create1Hero-Aldrisforplayer(Triggeringplayer)atPlayerSpawn[(Triggeringplayer)]facing270.0degrees(NoOptions)Variable-SetPlayerUnit[(Triggeringplayer)]=(Lastcreatedunit)Variable-SetPlayerSpawnUnit[(Triggeringplayer)]=Hero-AldrisVariable-SetSelectDone[(Triggeringplayer)]=trueUnitSelection-SelectPlayerUnit[(Triggeringplayer)]forplayer(Triggeringplayer)Dialog-HideCharacterSelectionfor(Playergroup((Triggeringplayer)))
Ok, I realize this has been done to death, but I have looked over everything I can find on player teams and lobby setup and I simply cannot get it to work for my map. I cannot make it so regardless of join order, the player in slot 1 of team 1 lobby = player 1 for triggers.
The design of my map is such that, each team corresponds to a specific lane with pre placed buildings that heal the hero or are requirements to win the game.
I'm thinking it may be possible to change up my triggers overall to compensate for the use of variable so I can use one of the other methods described on the forums, but I am terrible with triggers and my usual fumblefart trial and error method would take me years to find out how to make this work.
====So,thisismyCharacterSelectionTrigger:====CharacterSelectionEventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeClickedLocalVariablesConditionsActionsGeneral-Switch(Actions)dependingon(Useddialogitem)CasesGeneral-If(SelectAldris)ActionsDialog-DisableSelectAldrisfor(Allplayers)General-Wait0.0825RealTimesecondsUnit-Create1Hero-Aldrisforplayer(Triggeringplayer)atPlayerSpawn[(Triggeringplayer)]facing270.0degrees(NoOptions)Variable-SetPlayerUnit[(Triggeringplayer)]=(Lastcreatedunit)Variable-SetPlayerSpawnUnit[(Triggeringplayer)]=Hero-AldrisVariable-SetSelectDone[(Triggeringplayer)]=trueUnitSelection-SelectPlayerUnit[(Triggeringplayer)]forplayer(Triggeringplayer)Dialog-HideCharacterSelectionfor(Playergroup((Triggeringplayer)))====AndthisismyWinTrigger====Team1WinEventsUnit-Base-EnemyBase[62.50,198.50]diesLocalVariablesConditionsActionsTransmission-Sendtransmissionto(Allplayers)from(PlayerUnit[(Ownerof(Killingunit))]withFlash(DoNotoverrideportrait)playingTalk)playingNoSoundLinkwithname(Nameofplayer(Ownerof(Killingunit)))andmessage"Lane 2 has been conquered!"using(CinematicportraitatCenterLeft)playingTalk(Add2.0seconds,Don't Wait until it finishes)General-Wait5.0GameTimesecondsGame-EndgameinVictoryforplayer1(Showdialogs,Showscorescreen)Game-EndgameinVictoryforplayer2(Showdialogs,Showscorescreen)Game-EndgameinDefeatforplayer3(Showdialogs,Showscorescreen)Game-EndgameinDefeatforplayer4(Showdialogs,Showscorescreen)Game-EndgameinDefeatforplayer5(Showdialogs,Showscorescreen)Game-EndgameinDefeatforplayer6(Showdialogs,Showscorescreen)====LossTrigger====Player1LossEventsUnit-AnyUnitdiesLocalVariablesConditionsOrConditions(Triggeringunit)==PlayerUnit[1](Triggeringunit)==Base-RegenerationChamber[62.04,11.52]ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditions(Base-RegenerationChamber[62.04,11.52]isalive)==false(PlayerUnit[1]isalive)==falseThenGame-EndgameinDefeatforplayer1(Showdialogs,Showscorescreen)ElseTrigger-RunPlayer1Respawn(CheckConditions,Don't Wait until it finishes)====Respawn====Player1RespawnEventsLocalVariablesConditionsAndConditions(PlayerUnit[1]isalive)==false(Base-RegenerationChamber[62.04,11.52]isalive)==trueActionsPlayer-Modifyplayer1Minerals:SetTo0Timer-StartPlayerRespawnTimer[1]asaOneShottimerthatwillexpirein10.0GameTimesecondsTimer-Createatimerwindowfor(Laststartedtimer),withthetitle"P1 Respawns in: ",usingRemainingtime(initiallyVisible)Timer-Show(Lastcreatedtimerwindow)for(Allplayers)General-Wait2.0GameTimesecondsCamera-Panthecameraforplayer1toTeam1Spawnover0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningUnit-MovePlayerUnit[1]instantlytoTeam1Spawn(NoBlend)General-WaitforPlayerRespawnTimer[1]tohave0.0secondsRemainingUnit-RevivePlayerUnit[1]Unit-SetPlayerUnit[1]Lifeto500.0
My problem seems to lie in that I use triggering player to set the Player[Unit] but I have to use integers to call the specific players.
I would do unmentionable things if someone could help me figure this out.
I mean the game mode where you walk around and have to fight 100s of enemies like in Dynasty Warriors only you actually get to control you weapon. The dueling was kinda iffy, but I always beat my little nephew by blocking and counter-attacking. The Force Unleashed was fun also with light saber/ force power duels.
I guess you kinda get what I'm into for games. o.O
Bushido Blade for Dreamcast (I think) was awesome. Oh and you're going to think I'm crazy, but the sword fighting game on Wii Resort was AWESOME. I've been waiting for the Wii version of Dynasty Warriors.
Rodrigo is right though. I've been saying this for a long time now. Blizzard is no longer a video game company, they are a corporation. They have consistently supported this notion with the path they have taken in releasing SC2 in 3 parts and the map marketplace, pushing WoW to have 1 expansion a year while completely ignoring the "polish" that Blizzard is known for and now with the D3 real money AH they are blatantly positioning themselves to support a residual income so they can focus on cranking out less and less spectacular games.
Even saying that, Blizzard games are still some of the best out there and I enjoy them or I wouldn't be here. But it's easy to see their pattern and the direction they are headed.
Just played Star Battle. Flagship Battle is MUCH better IMO. Adds more to the genera, easier to pick up, easier to play.
As I said it is rising in popularity. Well see if your theory holds true and it takes Star Battle's place. Unfortunately, if it doesn't you'll just be able to hide behind, "It's not as good."
0
I modified my 1v1 Melee map Stranglehold Island for iCJug
http://www.sc2mapster.com/maps/stranglehold-island/files/4-icjug-stranglehold-island/
0
It's proven that animals react better in the long run to positive reinforcement than negative. People are just animals with a desire to be important.
A thank you is positive reinforcement that makes you feel important.
0
Nobody reads them b/c you have to agree to play the game, no matter what. But I promise you, when WoW bans some accounts for botting or w/e, there are people that will go through those agreements with a fine tooth comb. Thing is, they all that that one line in there that pretty much makes the rest irrelevant.
Usually something to the effect of "Everything herein is subject to change at the discretion of XYZ corporation."
0
Coming on my weekend, I'll give this a try tomorrow hopefully.
0
I removed the wait trigger and no change. The wait is required or a player can spam click and get more than one hero.
The error occurs right at melee ini on the Set Player trigger according to the error messages with negative values not supported. I also have my creep wave spawn triggers set to:
Or Conditions (Player Regen Chamber[(Player 1 from (Players on team 1))] is alive) == true (Player Regen Chamber[(Player 2 from (Players on team 1))] is alive) == true
This trigger fails as well when there is no one on team 2 or 3. Due to the error message and it not working for 2 triggers It seems to me that "Player 1 from (Players on Team 2)" is not recognized. I'm beginning to feel that it just doesn't work. Has anyone been able to confirm that it does?
I'm also not very clear on what to do with debug messages that could help.
0
Sadly, no dice.
I set up the Player Spawn array and set it to points as you show. I have a melee ini trigger that moves the camera for player on team x to a specific point. this works properly for the teams.
Unfortunately, no character and no regen chamber is created when I select my unit. The dialog is hidden so I'm sure the trigger is firing. That combined with the cameras being in the right spot, I'm thinking the point just isn't being recognized and so there is no where to create the unit. I think the issue is, teams are recognized but "Player x on team y" is not.
I do also get an error: gt SetPlayer Function Negative Indexes not supported
I'm not sure if this has to do with there being no players on the other teams or what.
0
Ok, I realize this has been done to death, but I have looked over everything I can find on player teams and lobby setup and I simply cannot get it to work for my map. I cannot make it so regardless of join order, the player in slot 1 of team 1 lobby = player 1 for triggers.
The design of my map is such that, each team corresponds to a specific lane with pre placed buildings that heal the hero or are requirements to win the game.
I'm thinking it may be possible to change up my triggers overall to compensate for the use of variable so I can use one of the other methods described on the forums, but I am terrible with triggers and my usual fumblefart trial and error method would take me years to find out how to make this work.
My problem seems to lie in that I use triggering player to set the Player[Unit] but I have to use integers to call the specific players.
I would do unmentionable things if someone could help me figure this out.
0
I mean the game mode where you walk around and have to fight 100s of enemies like in Dynasty Warriors only you actually get to control you weapon. The dueling was kinda iffy, but I always beat my little nephew by blocking and counter-attacking. The Force Unleashed was fun also with light saber/ force power duels.
I guess you kinda get what I'm into for games. o.O
0
Bushido Blade for Dreamcast (I think) was awesome. Oh and you're going to think I'm crazy, but the sword fighting game on Wii Resort was AWESOME. I've been waiting for the Wii version of Dynasty Warriors.
0
@Chiquihuite: Go
It will have to suffice to say that I have a different perspective. Unfortunately, I cannot elaborate.
0
Rodrigo is right though. I've been saying this for a long time now. Blizzard is no longer a video game company, they are a corporation. They have consistently supported this notion with the path they have taken in releasing SC2 in 3 parts and the map marketplace, pushing WoW to have 1 expansion a year while completely ignoring the "polish" that Blizzard is known for and now with the D3 real money AH they are blatantly positioning themselves to support a residual income so they can focus on cranking out less and less spectacular games.
Even saying that, Blizzard games are still some of the best out there and I enjoy them or I wouldn't be here. But it's easy to see their pattern and the direction they are headed.
0
You're so awesome TacoMan.
Someone link me Tofu. I don't remember seeing anything about it...but I have a terrible memory...for specific reasons >.>
0
@RodrigoAlves: Go
Posted by Trigor: So like the title says, play mine and I'll play yours.
This is part of the Map of the Week project where map makers play each other's maps to promote the Map of the Week. You might want to join us. :)
http://us.battle.net/sc2/en/forum/topic/2957585946
----------Lol, you're funny dude.
BTW: Lane Runner is Up and Running. I'm still making changes but it's totally playable and last I looked was on page 4.
0
Oh ya, btw, I support this and have 2 maps that I'm working on to contribute. Lane Runner and Phazed
0
Just played Star Battle. Flagship Battle is MUCH better IMO. Adds more to the genera, easier to pick up, easier to play.
As I said it is rising in popularity. Well see if your theory holds true and it takes Star Battle's place. Unfortunately, if it doesn't you'll just be able to hide behind, "It's not as good."