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    posted a message on Basic Item Recipe Trigger?

    There are a couple of functions regarding items that the Wc3 editor had that the Sc2 editor does not. The main difference is that Sc2 Basically Just treats Items like units whereas in Wc3 they where a category of there own. Turning 3 items into one is just a matter of removing 3 items and adding 1 however Sc2 does not have a built in remove item from hero function so you will probably have to write your own (I will paste mine below)

    InventoryCheck
        Options: Function
        Return Type: Boolean
        Parameters
            Player = 0 <Integer>
            Item = No Game Link <Game Link - Unit>
        Grammar Text: InventoryCheck(Player, Item)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            i = 0 <Integer>
            check = false <Boolean>
        Actions
            General - While (Conditions) are true, do (Actions)
                Conditions
                    i < 6
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Unit type of (Item carried by Avatar[Player] in i)) == Item
                        Then
                            Variable - Set check = true
                        Else
                    Variable - Modify i: + 1
            General - Return check
    

    Without knowing exactly how you plan your item system to work or what other problems you are facing I cant give you any more advice at the moment.

    Hope that helps.

    Posted in: Triggers
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    posted a message on Saboteur

    Saboteur is a project I have been working on for some time but I am announcing it now. It is not finished but a significant amount of work on it has been done (probably at least 100 hours).

    There is a far better formated .Doc file attached to this in case the following strains your eyes. (this is just a copy paste and its format is rather messy)

    Saboteur Section one Summery Saboteur is a complex who is the killer type map inspired by the Wc3 maps Metastasis and Parasite 2. The basic premises is that there are about 7-13 players one of who is randomly selected to be the saboteur. Everyone who is not the saboteur attempts to figure out who the saboteur is and kill them. Figuring out who it is will require some detective work but there will be items and tools that can help. There will be punishments for killing a player who is not the saboteur. The saboteur attempts to destroy the base he can freely kill other players without any penalties (this can make his life easier however it can also give him away and less players means its easier to figure out who the saboteur is).

    The map takes place in a complex belonging to the sinister "Institution" it is presented in an in sc2 universe style however most of the story is of my own creation. The facility is full of brainwashed guards who will mindlessly watch as the game unveils unless they are attacked or a player who to enter a restricted area (Restricted areas contain controls that are valuable to the saboteur). There are also multiple laboratories and control console thorough out the facility which can do simple things like open doors and many of them provide the player with items. Items are a major part of the game the player must craft there own items from components found in labs with recipes taken research notes (also found in labs). There are items that are beneficial to both sides (like various kinds of ammunition that change the players attack) as well as items that are generally only useful for one side. The Agents (non saboteur players) can create tracing bugs as well as spy cameras, radar devices, and various other methods to try to find the who is the saboteur. The saboteur can also construct items like a deadly air born version of the Zerg Hyperevolutionary Virus that are exclusively used for sabotage.

    The final goal of the saboteur is to destroy the facilities main reactor causing a massive explosion to obliterate the facility and with it the Institution. The final goal of the agents is to kill the saboteur. The saboteurs goal is complected by the fact that the reactor is surrounded by a massive amount of NPC guards who will kill anything that comes near. The agents goal is complicated by the fact that they don't know who the saboteur is. The obvious problem with this is Team Killing eg players randomly killing other people ether just because they think its fun or in an attempt to get the saboteur. This practice prematurely ends the game for innocents (especially for new players who don't know how to defend themselves) and if the Tker gets lucky he can end the entire game which will disappoint most players (even those who aren’t the saboteur) simply because they never got a chance to really play the game. To discourage tking Saboteur has several systems. · First unlike most games where as soon as the Alien/Mutant (in this case saboteur) is killed the players instantly win making it an effective test. In Saboteur there is a five minuet delay from when the saboteur is killed to when the game ends (you don't know you killed the actual saboteur) so a random team killer would likely be killed by other players or at least kill several more players before he won for having killed the saboteur. · Players lose points for Team killing (you can have negative points) besides being embarrassing players will be penalized an possibly instantly kicked for having massive negative points.

    Section two Progress and Ideas Systems Approximate completion 70% Implemented · Chat System · Win/Lose · Saboteur randomization · Item crafting (30%) · Consoles · Ion Cannon (70%) · Simple NPC AI

    Ideas · Advanced NPC AI · Player AI (Unlikely unless I get another skilled coder) · GTS Cannon · Rp Mode

    Items Approximate completion 20% (Please note this list includes only functional items component items that are only used to create other items are not included) Fully Implemented (Created, working, and in game) · Tracing Bug · Implosion device (bomb like device) · Radar Device · Spy Camera · ZHV Injector · Remote Manipulator

    Mostly Implemented (Created, working, not in game) · Crystalline Shells · Ripper Shells · Rip Field Generator · Neruophane Grenade (Stun Gas)

    Partially Implemented (Partially created, not working, not in game) · ZHV Gas · Metherium Injector (Mind control)

    Ideas · Dart gun (used to remotely deliver Neurophane) · EMP Device (Disables mech units and structures) · Combat Robot · Spy Robot · Craft Robot · Support Robot · Plasma Burst Gun · Psionic Shield · Repulsion Field Generator · Tractor Field Generator · Tractor Shells · Repulsion Shells · Turrets of various types · Shield battery (building that regenerates shields) · Mines of various types · Bombs of various types · ZHV Vaccination Injector + Gas · Stealth detection extender · Nexus Class Cloaking device (reduces cloaking energy cost) · Hand cuffs (permanently disables an unshielded and stunned agent until released) · Nuclear Bomb (game ender for saboteur must be defended until it explodes) · Portal generator (must build two creates a waygate like teleportation link useful for getting around undetected or quickly) · Portable reactor (generates power canisters the most basic crafting component)

    Crafting Components Approximate completion 80% (Components have no function and are just used in the crafting system to forge other items) Implemented (Created, In game) · Power canister · Metal casing · Transmitter Device · Receiver Device · Computer Chip · Crystal · Hypderdense Crystal · Field Generator · Shield Capacitor · Psi Crystal

    Partially Implemented (Created, Not in game) · Oxygen · Merthium · Neruophane · Sodium Pentathol · Gas Canister

    Idea · IFF Sensor · Mine Casing · Ammunition casing · Uranium · Titanium

    That’s all for now folks. Thanks for reading through this feel free to provide me with constructive suggestions, criticism, ect.

    Posted in: Project Workplace
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    posted a message on [Released] The Final Frontier (space rts)

    Looks very cool, reminds me of space empires. I would test with you but I am on the US server. Anyway good luck I hope you eventualy release it on US as it looks very fun (much better than nexus wars!).

    Posted in: Project Workplace
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    posted a message on A genre too common and a genre too rare.

    Most of the maps you mentioned already exist you just have to search down the popularity tree to find them. Loap like = Harvest moon (I think haven't actually tried it), Whos the killer = Malum Ruina WW2 = Various Diplo maps.

    I myself am making a complex Whos the killer map and have been working on it and experimenting with the editor since beta. Unless you have a huge amount of free time it takes allot of time to make a complete complex map and even then chances are it will simply be lost on page 72 of popularity. Remember map makers make there maps for free for your benefit and they don't have arbitrary timelines. Give the map makers a little time and give Blizzard a little time to fix/remove popularity + add some much desired features to the editor.

    Posted in: General Chat
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    posted a message on Text with value

    Quite simple really basically you take a substring of the entered chat message and convert it into an integer. Tell me if you need an example. Hope that helps

    Posted in: Triggers
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    posted a message on Chain orders

    I assume you mean for an AI player to do this? Well I kinda need to know what trigger you are using to order the troops to attack base 1 in the first place. If you are doing what I would do and adding them to a unit group then ordering them its quite simple. Simply have the trigger that orders attack have a condition which in the case of base 1 already being captured orders them to attack base 2 instead. Hope that helps if it doesn't you might want to post the trigger you are currently using.

    Posted in: Triggers
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    posted a message on Using ability to spawn

    Hum so kinda like vassal bases in war of the 12 kingdoms in Wc3 (if you have ever played that). Well are you handling spawns with behaviors or with triggers? If you doing it with behaviors just make the second third and fourth behaviors require an upgrade that is only available to there original owner. If your doing it with triggers its basically the same thing disable the ability to research the upgrades when the structure is captured. Ether way should work.

    Posted in: Triggers
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    posted a message on Campaign Dependant issue

    Yes that fixed it thank you very much.

    Posted in: Miscellaneous Development
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    posted a message on Campaign Dependant issue

    I added campaign dependency's to my map and it worked fine but when I saved and reloaded it all the campaign unit disappeared, I couldn't place any more campaign units and it said it still had the campaign dependency! When I tried to remove and re-add the dependency it said that I couldn't remove it because it said was already in use and then it listed all the units I placed (but they had disappeared form the terrain). So no I no longer have access to the campaign units and I cant add them ether. Any help would be appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Creating a triggerable HUD button

    What your looking for are the UI (User Interface) Triggers. There are quite a few tutorials on how to manipulate it go to the tutorial page and search UI. However IMO most of the UI events are quite self explanitory and don't really need a tutorial just take a look at them and figure them out.

    Hope that helps

    Posted in: Miscellaneous Development
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    posted a message on Explosive Crate Creation

    I believe you can just base it off banelings explosion on death behavior and simply exclude everything but buildings.

    hope that helps

    Posted in: Data
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    posted a message on Map Specific "Saving and Loading".

    its possible using banks (or I guess you could use an old wc3 style code but that is redundant) here is the wiki for it Banks. or you can search the tutorial section.

    Hope that helps

    Posted in: Miscellaneous Development
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    posted a message on Addition

    Here it is with custom script. I tried to make it with the Arithmetic(multiple) function to show you both ways but it had weird syntax so I didn't bother. Hope it helps

    Posted in: Miscellaneous Development
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    posted a message on Addition

    My way you wouldent actualy use custom script in any major way (just 1 line) just create a normal GUI variable and set it to equal custum script then for the custom script enter lets say those 4 integer variables are z, y, a, and b just type z + y +a +b pretty simple (and you can write the rest of your trigger in normal GUI no need to actually learn script. IMO GUI is very nice but sometimes its easier just to use script which is why blizz gave us the ability to easily convert between the two using the GUI interface. You could do it with the arithmetic(multiple) function I would imagine but iv never used it. If you want I can upload an example map its actually very simple and very fast to write this way.

    Hope that helps

    Posted in: Miscellaneous Development
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    posted a message on Addition

    Simply say X = (custom script) 1 + 1 + 1 + 1 instead of using the GUI function. You don't have to convert your entire trigger to custom just set the value of whatever your trying to set the value of to a custom script instead of a GUI function (all GUI is compiled into custom script anyway). If you don't know how to do it its quite simple just set any integer value and then you will see several check boxes that are things like a value (just a simple value), variable, function or custom script. Simple chose custom script instead of function.

    Hope that helps

    Posted in: Miscellaneous Development
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