Events:
--Map Initizilization
Actions:
--Pick Each Player in (Active Players)
----Alliance - Make (Picked Player) treat Player 1 as Enemy
----Alliance - Make (Picked Player) treat Player 2 as Enemy
----Alliance - Make (Picked Player) treat Player 3 as Enemy
----Alliance - Make (Picked Player) treat Player 4 as Enemy
----Alliance - Make (Picked Player) treat Player 5 as Enemy
First off we are going to need a Behavior. So go to your Behaviors Tab.
Right Click > Insert New Object
Name the Object Add Damage (or whatever you want), suggest a name, make it a Buff, then click okay.
Go to your modification field and go to the Combat Tab.
Under Damage Dealt (Unscaled) set everything to 1 (or how ever much damage you want to add) then click OK.
Under the Stats - Flags field check Hidden, this will hide an Icon when the behavior is applied to a unit.
Thats it for the Data Editor.
Trigger Editor
Creating a Dialog
Open up the Trigger Editor and make a new Variable, name it dialogButtons and set it to Dialog Item. Set it to an Array of 1.
Create a new Action Definition and name it Create UI.
Under Actions create 6 actions (in this order):
Create Dialog
Create Dialog Item (Button)
Set Variable
Create Dialog Item (Button)
Set Variable
Show/Hide Dialog
The 1st action's (Create Dialog) stats should be:
Modal: Modal
Width: 300
Height: 205
OffsetX: 0
OffsetY: 0
Anchor: Left
The 2nd action's (Create Dialog Item [Button]) stats should be:
Dialog: Last Created Dialog
Width: 200
Height: 50
Anchor: Top Left
Offset X: 50
Offset Y: 50
Tooltip: ""
Button Text: Add Damage
Hover Image: ""
The 3rd action's (Set Variable) stats should be:
Variable: dialogButtons[0]
-Index 1: 0
Value: Last Created Dialog Item
The 4th action's (Create Dialog Item [Button]) stats should be:
Dialog: Last Created Dialog
Width: 200
Height: 50
Anchor: Top Left
Offset X: 50
Offset Y: 105
Tooltip: ""
Button Text: Remove Damage
Hover Image: ""
The 5th action's (Set Variable) stats should be:
Variable: dialogButtons
-Index 1: 1
Value: Last Created Dialog Item
The last action's (Show/Hide Dialog) stats should be:
Visible: Show
Dialog: Last Created Dialog
Players: All Players
Under your initilization trigger insert a Action and search for Create UI.
Adding and Removing the Add Damage Behavior from your Unit
Create a new Trigger and name it Add Damage.
Add a Dialog Item is Used Event to the new trigger.
Add a Comparison condition to the Trigger.
Stats of the Comparison Condition:
Value 1: Used Dialog Item
Operator: ==
Value 2: dialogButtons
-Index 1: 0
Add a Add Behavior action to the trigger.
Add Behavior stats:
Count: 1
Behavior: Add Damage
Unit: Pre-Placed Unit [Set This to the unit you placed at the start of this tutorial]
Caster: Pre-Placed Unit [Set This to the unit you placed at the start of this tutorial]
Now we are going to do pretty much the same thing in the next trigger so copy and paste the Add Damage trigger and rename it Remove Damage
We are going to change the condition and the action.
Condition Stats:
Value 1: Used Dialog Item
Operator: ==
Value 2: dialogButtons
-Index: 1
Change the action to Remove Behavior and the stats should be:
Count: 1
Behavior: Add Damage
Unit: Pre-Placed Unit [Set This to the unit you placed at the start of this tutorial]
Hope this made sense and helped you!
If you need pictures tell me and I'll set them up for you...
Please give me some advice as it is my first tutorial...
First, I terrain the start of a map. For this 'exercise', I've decided to go with the Agria tileset.
Then the next person to join the thread makes a post saying "I'm working on it". He downloads my map, and spends anywhere between ten and thirty minutes terraining in it. He saves it, edits his post, and uploads it there.
Another person pops up, who does the same. We continue this either until the world implodes, or we're tired of it. Let's see what our combined power can come up with!
There's just five rules I'm going to put in for now, to keep everything going in the right direction:
You do not talk about the joint-terraining exercise.
You do NOT talk about the joint-terraining exercise.
You do not change or edit the tileset, for now. It could royally screw over the entire map, so I just want to make that stick for the moment.
You do not obviously edit terrain already in place. If you need to lower a bit of cliff to place down your valley, that's cool, but be reasonable - don't completely remove another persons work.
If two people make posts at roughly the same time, the first person to make his post is the one who's version we'll continue editing. If you were too late with responding, tough luck for now, wait until the person above you uploads his edited version and try again.
This exercise, like the WTE, is for people of all skill levels. Don't worry if you're a complete newbie, throw us what you've got. On similar note, to the veterans: feel free to improve terrain already in place if you feel you can. Just, again - be reasonable. The terrain I've cooked up to start with is very basic, and only insinuates a couple of possibilities in different areas of the map.
For now, that's all. I'd just like to see how interested people are in a project like this and how it works out.
An additional rule I implemented later to keep things flowing:
The 'queue' is a rather precarious thing Nardival. The thing is, if everybody just 'queues' up, odds are that one person in the queue is going to be gone when it's his turn. At that point everybody past him will sit and wait for him to do his thing even though he's not there. Because of this, try and do it like this - you cannot "queue up" through normal means - you will have to wait for someone to post his rendition of the map, and then get the post in before someone else does.
So no more:
A - I wanna work on it
B - Me too, I'll take it when A gets back
C - Me too, I'll take it after B
A - I'm done
(2 hours later)
C - B, are you still doing it?
And instead:
A - I wanna work on it
B - Me too!
A - I'm finished!
C - I'll take it now
B - I got skipped QQ I'll have to be quicker next time!
@Mesothere: Go
An important note: Arrays start at 1 in the Trigger Editor, not 0 as you would expect if you have been coding in high-level programming languages like C or Java.
This statement is false, Arrays Start at 0 in the Trigger Editor not 1. So if you have a List of 50 names then make your array 49 or something. What I usually do for a number like that is set it to a high number like 104 or something, so I can constantly add things without worring about the variable too much.
I have a dialog system for my upgrades. At the moment it is looking quite well... Im still a bit confused on how to have different textures on them, but right now, thats not a priority.
I was wondering... Should I have a totally custom UI? I mean the only thing that the player needs is the Attack button and a Cloak button, then another button when the player finds the SCV.
Any way, the current upgrades I have are:
Cloak (20 Minerals, Cloak Enabled, 1 Maximum Upgrade)
Energy Regen (5 Minerals, 0.01 Increase, 30 Maximum Upgrades)
Life Regen (5 Minerals, 0.01 Increase, 30 Maximum Upgrades)
Max Energy (5 Minerals, 5 Increase, 20 Maximum Upgrades)
Max Life (5 Minerals, 1 Increase, 15 Maximum Upgrades)
Max Damage (5 Minerals, 1 Increase, 5 Maximum Upgrades)
Research Shields (10 Minerals, 15 Shields, 0.35 Shield Regen 1 Maximum Upgrade, 1:00 Minute Research Time, 1 Player at a Time)
Speed Upgrade (15 'Orange' Minerals, 0.023 Increase, 30 Maximum Upgrades)
Now Im at a stand still in my project. I obviously dont want to use the default UI, so Ill change that later. But what about Special Upgrades? At the moment I only have 2 of them. What else should I have for the Special Upgrades?
Terrain and Objectives
Now my Terrain is not so good at the moment, but its not a priority.
I have 2 objectives:
Find the SCV
Kill the Target
Everyone Must Survive
Now obviously the third one is not impossible to accomplish but people will make mistakes so there will be revive points through out the map.
Find the SCV is a bonus quest and will allow you to have special upgrades.
And theres Kill the Target. The target is a Colonist (something different in each mission) and you must find and kill the target without getting yourself killed.
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@Twobit2354: Go
You forgot the map... lol
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Damage Adding though Triggers
by XDret
Before you do anything put a unit on your map.Starting with the Data Editor
First off we are going to need a Behavior. So go to your Behaviors Tab. Right Click > Insert New Object Name the Object Add Damage (or whatever you want), suggest a name, make it a Buff, then click okay. Go to your modification field and go to the Combat Tab. Under Damage Dealt (Unscaled) set everything to 1 (or how ever much damage you want to add) then click OK. Under the Stats - Flags field check Hidden, this will hide an Icon when the behavior is applied to a unit. Thats it for the Data Editor.
Trigger Editor
Creating a Dialog
Open up the Trigger Editor and make a new Variable, name it dialogButtons and set it to Dialog Item. Set it to an Array of 1. Create a new Action Definition and name it Create UI. Under Actions create 6 actions (in this order): Create Dialog Create Dialog Item (Button) Set Variable Create Dialog Item (Button) Set Variable Show/Hide Dialog The 1st action's (Create Dialog) stats should be: Modal: Modal Width: 300 Height: 205 OffsetX: 0 OffsetY: 0 Anchor: Left The 2nd action's (Create Dialog Item [Button]) stats should be: Dialog: Last Created Dialog Width: 200 Height: 50 Anchor: Top Left Offset X: 50 Offset Y: 50 Tooltip: "" Button Text: Add Damage Hover Image: "" The 3rd action's (Set Variable) stats should be: Variable: dialogButtons[0] -Index 1: 0 Value: Last Created Dialog Item The 4th action's (Create Dialog Item [Button]) stats should be: Dialog: Last Created Dialog Width: 200 Height: 50 Anchor: Top Left Offset X: 50 Offset Y: 105 Tooltip: "" Button Text: Remove Damage Hover Image: "" The 5th action's (Set Variable) stats should be: Variable: dialogButtons -Index 1: 1 Value: Last Created Dialog Item The last action's (Show/Hide Dialog) stats should be: Visible: Show Dialog: Last Created Dialog Players: All Players Under your initilization trigger insert a Action and search for Create UI.Adding and Removing the Add Damage Behavior from your Unit
Create a new Trigger and name it Add Damage. Add a Dialog Item is Used Event to the new trigger. Add a Comparison condition to the Trigger. Stats of the Comparison Condition: Value 1: Used Dialog Item Operator: == Value 2: dialogButtons -Index 1: 0 Add a Add Behavior action to the trigger. Add Behavior stats: Count: 1 Behavior: Add Damage Unit: Pre-Placed Unit [Set This to the unit you placed at the start of this tutorial] Caster: Pre-Placed Unit [Set This to the unit you placed at the start of this tutorial] Now we are going to do pretty much the same thing in the next trigger so copy and paste the Add Damage trigger and rename it Remove Damage We are going to change the condition and the action. Condition Stats: Value 1: Used Dialog Item Operator: == Value 2: dialogButtons -Index: 1 Change the action to Remove Behavior and the stats should be: Count: 1 Behavior: Add Damage Unit: Pre-Placed Unit [Set This to the unit you placed at the start of this tutorial] Hope this made sense and helped you! If you need pictures tell me and I'll set them up for you... Please give me some advice as it is my first tutorial...0
T.t.A.S
Terran tactical Assassination Squadron Terrain tackless Arms Sutlers (Merchant) Tactical testifying Ambiguous Squadron
Z.C
Zulu Corporation
A.S.S
Assassination Sniper Squadron
Hope you like 'em...
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Umm... Your not supposed to do that...
Your supposed to make it into a Mod right away not map turning into a mod...
You can copy everything over to a mod tho... thats easiest
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My Turn!
EDIT: Done...
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@DeotaAndOrainAtKhazModan: Go
We'll The other one was too laggy to edit for me... so I decided to start another one... I dont think anyone will mind...
5 Minutes from this edit I will take it...
Done: Added a little fortress to the top right corner, feel free to make it look better...
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Found the previous one a bit too laggy for me, so Ill start a new one...
Look here for some rules (I edited the post a bit to fit this one)
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Okay Im going to start a new one...
This ones to laggy for me...
Here: http://forums.sc2mapster.com/development/terrain/12965-many-hands-2/
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This statement is false, Arrays Start at 0 in the Trigger Editor not 1. So if you have a List of 50 names then make your array 49 or something. What I usually do for a number like that is set it to a high number like 104 or something, so I can constantly add things without worring about the variable too much.
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Oh wait... Now that I read it again, I didnt do it right... Lol, oh well...
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Ill make a map for you, then you can see what I did...
EDIT: MMkay, Entirely made out of triggers.
Data Editor Changes:
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Read the 1st post...
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October-03-10
Upgrades and Dialogs
I have a dialog system for my upgrades. At the moment it is looking quite well... Im still a bit confused on how to have different textures on them, but right now, thats not a priority.
I was wondering... Should I have a totally custom UI? I mean the only thing that the player needs is the Attack button and a Cloak button, then another button when the player finds the SCV.
Any way, the current upgrades I have are:
Now Im at a stand still in my project. I obviously dont want to use the default UI, so Ill change that later. But what about Special Upgrades? At the moment I only have 2 of them. What else should I have for the Special Upgrades?
Terrain and Objectives
Now my Terrain is not so good at the moment, but its not a priority.
I have 2 objectives:
Now obviously the third one is not impossible to accomplish but people will make mistakes so there will be revive points through out the map. Find the SCV is a bonus quest and will allow you to have special upgrades. And theres Kill the Target. The target is a Colonist (something different in each mission) and you must find and kill the target without getting yourself killed.
Thats all for now, Ill keep you updated, XDret