• 0

    posted a message on Co-dev/Trigger finger for Tower Defense (vs) map

    From the start ive always wanted a co-dev. None of my friends that play sc2 are interested in making maps but thats aight. So its come to my conclusion that i could really use someone for triggers and as a right hand man to just generally help me with my map.

    My Tower Defense map in my opinion is a very unique map. ive had multiple strangers from random games help me test the triggers which i cant seem to get to work right 100% correctly.

    About the map:

    The map is a mazable Tower Defense map with 4 points between start>finish in the shape of a lined C. The map is 3v3 and features income where you send creeps. Has a scv that is uncontrollable gathering gas where you can upgrade its speed (takes roughly 25 seconds to gather his first gas). And ofcourse the goal of the map is to destroy the other players. Each player has 25 lives. When they die, their defenses are killed (towers and sorts) and their income is halfed. their teamates receive 1 more unit per send.(meaning if the enemy sends 1 marine. you instead receive 2 if 1 teamate is dead.) when everyone on the team is dead they loose.

    Region im in: USA Eastern

    You can contact me: Vent/teamspeak3/skype/aol/xfire/msn/pm/email

    What ill be doing for the project: everything except triggers if i receive a trigger man. Trigger man can help with other dutys also.

    What roles i need filled: Trigger.

    What i have done:

    http://imageshack.us/photo/my-images/705/ctdo.png/ 3 towers level 5. 4 creeps. A basic trigger setup that tends to work around the game but not every feature works 100%

    Team so far: ME

    Time willing to put into the project: Honestly the games at the point of creating towers/creeps once the trigger man is done. after that is playing and balancing. so 1-3 hours a day if theirs work.

    Posted in: Team Recruitment
  • 0

    posted a message on 3v3 team placements

    Thanks alot BasharTag, seemed to have gotten around my de-moralization and got it to work. Now i just need some people to help me test o.o Know of where/how i can easily get some whenever i want for us servers?

    Posted in: Triggers
  • 0

    posted a message on 3v3 team placements

    haha, darn i wish i had another friend who knew a bit about this stuff, ok tomarow (as its night time atm) ill check that out, thanks alot i think i have a better understanding now i just need to tinker around when i get the base i assume ;)

    Posted in: Triggers
  • 0

    posted a message on 3v3 team placements

    I know of doing that, but with what my map is now i dont think its as easy as that, if i do that itll just break everything.

    let me provide som more information. my map is a tower defense 3v3. You send creeps to the other team. each person on their side has their individual own lives. when their lives run out your not exactly dead. you loose half your income but you no longer 'earn' income. (still receive it every 25 seconds) When a unit is spawned. it sends 1 unit of that unit to every enemy (being player 1, it sends to players 4,5,6). If there are only 2 enemies 'alive' it goes through 2 ifs as if player 4 = alive send to 5/6 else 5 then send 4/6 else send to 4/5.

    maybe im just confused or not understanding a way about this. but i guess the final thing comes down to is: How will i:

    Check if player is dead and send amount of creeps accordingly to the enemy's. To the correct region.

    Unit Created 2
        Events
            Unit - Unit Spawner Lv.1 [31.50, 149.50] creates a unit with ability Any or behavior No Game Link
        Local Variables
        Conditions
            ((Unit type of (Created unit)) has Structure attribute) != true
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Owner of (Created unit)) == 1
                            (Owner of (Created unit)) == 2
                            (Owner of (Created unit)) == 3
                Then
                    General - Switch (Actions) depending on PlayersOnTeam[2]
                        Cases
                            General - If (3)
                                Actions
                                    Unit - Move (Created unit) instantly to (Random point in Right Top Start) (No Blend)
                                    Unit - Create 1 (Unit type of (Created unit)) for player (Owner of (Created unit)) at (Center of Right C Start) using default facing (No Options)
                                    Unit - Create 1 (Unit type of (Created unit)) for player (Owner of (Created unit)) at (Center of Right Bot Start) using default facing (No Options)
                            General - If (2)
                                Actions
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            Player Alive[4] == 0
                                        Then
                                            Unit - Move (Created unit) instantly to (Random point in Right C Start) (No Blend)
                                            Unit - Create 1 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Right C Start) using default facing (No Options)
                                            Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Right Bot Start) using default facing (No Options)
                                        Else
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    Player Alive[5] == 0
                                                Then
                                                    Unit - Move (Created unit) instantly to (Random point in Right Top Start) (No Blend)
                                                    Unit - Create 1 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Right Top Start) using default facing (No Options)
                                                    Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Right Bot Start) using default facing (No Options)
                                                Else
                                                    Unit - Move (Created unit) instantly to (Random point in Right Top Start) (No Blend)
                                                    Unit - Create 1 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Right Top Start) using default facing (No Options)
                                                    Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Right C Start) using default facing (No Options)
                            General - If (1)
                                Actions
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            Player Alive[4] == 1
                                        Then
                                            Unit - Move (Created unit) instantly to (Random point in Right Top Start) (No Blend)
                                            Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Right Top Start) using default facing (No Options)
                                        Else
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    Player Alive[5] == 1
                                                Then
                                                    Unit - Move (Created unit) instantly to (Random point in Right C Start) (No Blend)
                                                    Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Right C Start) using default facing (No Options)
                                                Else
                                                    Unit - Move (Created unit) instantly to (Random point in Right Top Start) (No Blend)
                                                    Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Right Bot Start) using default facing (No Options)
                        Default
                Else
                    General - Switch (Actions) depending on PlayersOnTeam[1]
                        Cases
                            General - If (3)
                                Actions
                                    Unit - Move (Created unit) instantly to (Random point in Left Top Start) (No Blend)
                                    Unit - Create 1 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left C Start) using default facing (No Options)
                                    Unit - Create 1 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left Bot Start) using default facing (No Options)
                            General - If (2)
                                Actions
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            Player Alive[1] == 0
                                        Then
                                            Unit - Move (Created unit) instantly to (Random point in Left C End) (No Blend)
                                            Unit - Create 1 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left C Start) using default facing (No Options)
                                            Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left Bot Start) using default facing (No Options)
                                        Else
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    Player Alive[2] == 0
                                                Then
                                                    Unit - Move (Created unit) instantly to (Random point in Left Top Start) (No Blend)
                                                    Unit - Create 1 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left Top Start) using default facing (No Options)
                                                    Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left Bot Start) using default facing (No Options)
                                                Else
                                                    Unit - Move (Created unit) instantly to (Random point in Left Top Start) (No Blend)
                                                    Unit - Create 1 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left Top Start) using default facing (No Options)
                                                    Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left C Start) using default facing (No Options)
                            General - If (1)
                                Actions
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            Player Alive[1] == 1
                                        Then
                                            Unit - Move (Created unit) instantly to (Random point in Left Top Start) (No Blend)
                                            Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left Top Start) using default facing (No Options)
                                        Else
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    Player Alive[2] == 1
                                                Then
                                                    Unit - Move (Created unit) instantly to (Random point in Left C Start) (No Blend)
                                                    Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left C Start) using default facing (No Options)
                                                Else
                                                    Unit - Move (Created unit) instantly to (Random point in Left Top Start) (No Blend)
                                                    Unit - Create 2 (Unit type of (Last created unit)) for player (Owner of (Created unit)) at (Center of Left Bot Start) using default facing (No Options)
                        Default
            ------- The below is temporaily move order. for testing
            Unit - Move (Created unit) instantly to (Random point in Left Top Start) (No Blend)
            Unit - Change ownership of (Created unit) to player 4 and Change Color
            ------- The above is temporaily move order. for testing
            General - Switch (Actions) depending on (Unit type of (Created unit))
                Cases
                    General - If (Send - Zergling)
                        Actions
                            Variable - Modify Players Income[(Owner of (Created unit))]: + 1
                    General - If (Send - Marine)
                        Actions
                            Variable - Modify Players Income[(Owner of (Created unit))]: + 2
                    General - If (Send - Roach)
                        Actions
                            Variable - Modify Players Income[(Owner of (Created unit))]: + 4
                Default
            Leaderboard - Set ScoreBoard item text at column 3 and row (+ ((Owner of (Created unit)), 1)) to (Text(Players Income[(Owner of (Created unit))]))
    
    Posted in: Triggers
  • 0

    posted a message on 3v3 team placements

    In my map ive set it up 3v3. The players on team 1 will be on left of the map, players on team 2 will be on the right of map. Im sure i set up my game variants correctly.

    but when i go in and i put in a bunch of bots, i recognize their color. start the game. my 2 team members are on the right of the map when they should be on the left.

    So i was going to do triggers instead of having all the buildings pre-placed for players.(i have all building pre-placed for each player) spawning them if they are on team 1/2. the problem is ive got other triggers revolving around players 1-3 on the left and 4-6 on the right.(when players 1-3 do thiings, it effects layers 4-6 and reverse) Which would result in extra extra more time being spent. (i assume putting the players in a group instead would fix this but iv got alot of switch/ifs that are defendant on 1/2/3/4/5/6 so i dont know how ill get a specific player, and the specific spot that hes located in. in the specific spots the enemies are located. in the specific spots depending on the enemies still playing/not dead)

    my varriant is set to 3v3 locked teams, so that shouldnt be the problem correct?

    how could i best go about the triggers?

    Posted in: Triggers
  • 0

    posted a message on [Tutorial] Lagless WASD System using Data Editor

    i was creating a map i finally got the save as thing to work by downloading a firefox addon. i havnt done anything in the data editor going to bed in 2 seconds after this post i just wanted to wasd movement to work so i decided to copy and paste everything from the file to my map. it doesnt seem to work, logically it should all work. i set the wasd buttons removed the others and set it on a marine. tomarow morning ill go through it manually unless i can get a quick response to maybe a quick fix to save me 45-75 minutes

    Posted in: Tutorials
  • 0

    posted a message on [Tutorial] Lagless WASD System using Data Editor

    thats the thing it doesnt have a save as, all it is, is a link. but its im going through the tutorial.

    Posted in: Tutorials
  • 0

    posted a message on [Tutorial] Lagless WASD System using Data Editor
    Quote from progammer: Go

    @fireblade212: Go

    Given the minuscule gain and huge efforts required I'm not planning on doing that. You can base it on the very detailed tutorials to make your own 8 way. It is not only for uses of WASD but for people to learn and understand the behavior/ability linkage in the data editor also.

    oh... ok, well how do i download the wasd attachment, it just sends me to a page with all the text of the file. and you should probly take off the 8 way section saying its still in development

    Posted in: Tutorials
  • 0

    posted a message on [Tutorial] Lagless WASD System using Data Editor

    is the 8 ways still in development? ive been waiting for a save file of it so i can check out some things

    Posted in: Tutorials
  • 0

    posted a message on Map init team settings

    bump, maybe i was posting it at bad times of day?

    Posted in: Triggers
  • 0

    posted a message on Map init team settings

    All i really need to know is if there is a function i dont know that makes it easy or something, im not looking for some1 to do all the work im looking for some help is all, not that i wont take a big example i just need help ;)

    Posted in: Triggers
  • 0

    posted a message on Map init team settings

    ty for trying, its not exaclty what i was looking for

    i dont want my map to be a dick to friends though. in the lobby i want those 4 on a team, and those 4 on the other team.

    i remember in battlecraft even if u were on the same team in lobby, u might not be in the game, i want my map to keep friends with friends

    Posted in: Triggers
  • 0

    posted a message on Map init team settings

    on my map i made a simple 7 if trigger thing to make players on the're teams and send units to opposite sides of the map. heres a little example: if 3 players; then players 1 and 2 will be on left, add them to group[1] and create HQ for player 1 on left. Players 3 added to group[2] and create HQ for player 3

    my problem with this is that it only works for 1v1. and if anyone swaps positions in the lobby and such it will ALL be messed up.

    information: my map will be a 4v4 thing and i need to make it so 4 people left 4 people right which compatibility for 4v3 3v2 2v1 and everything. while making them into group[1/2] and providing a HQ for a player on each team

    so what i want is: the above

    tl;dr i need a way in triggers INIT to add players from team 1 in the lobby to group[1] and create a HQ for them and move them to left side of map and same for the other half

    If u need any more information just ask

    Posted in: Triggers
  • 0

    posted a message on Map provides ID

    I re-did every text related to the problem and it has been fixed, thanks guys.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Map provides ID

    If anyone needs more infromation, ill gladly provide more information, just reply.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.