Glad you figured it out, my first bet upon reading the topic was a computer specs issue. It's not an easy program to run.
I'm just curious who does their market research to determine what price point it should be sold at. I bet the did research but stopped at a certain price point and didn't even consider charging something normal like around $100. The expensive part is designing the the program, not spitting out the disks. With player mods, including remodeling, becoming so popular I bet it would sell very well at a more reasonable price point than they expect.
I suck at textures, so I usually don't play with those. The only reason I don't have this finished yet is because I'm relearning 3ds Max while also trying to learn the newest version. Ran into a hurdle I'm trying to overcome and then I'm done.
Bah, you're right. My Previewer was set to hide bones for some reason. Speaking of bones, it's too bad the data editor doesn't allow attachment straight to a bone, since it certainly recognizes them.
I'm not sure what an income wars is, but I still think this might to the trick, with possibly some tinkering depending on what you have going on, like making it check every 1 second rather than every 5.
Since I'm OCD it should be done in a form where you can just copy the section for player 1, and paste it, then change all the 1s to 2s for player 2 and so forth.
I would do something like this
Event
Any Unit Enters (Region X)
Actions
Player Group - Add player (Owner of (Triggering unit)) to ("Players in Region X" from the Global data table)
General - If/then
If
(Number of players in ("Players in Region X" from the Global data table )) == Y
Then
Else
You'd probably have to make a trigger opposite this that removes them from that player from the player group if their unit count in that region = 0
Great start, but a lot of the actual terrain seems pretty bare, as far as doodads and variety. Since you are doing an outdoor map I think it's even more vital to go over some of the ground textures with another texture or two, using the airbrush, noise, and fractal tools. It allows you to add a little color and variation to the ground like subtle paths in somewhat well tread areas (which I noticed a little bit)
I will have to look into that. I currently have a trigger set up for a unit to move targeting a relative point near it's current position. That does the trick but I'd rather the data editor handle that for some units.
There's the work around I was looking for, thanks a ton. That should help me out with other triggers as well down the road.
That still does a single unit at a time, since it has to pick them, which bugs me for some reason that the editor only handles a single unit for some tasks that shouldn't care about numbers of units.
I have a loop going and it doesn't seem to matter that it goes through the trigger like 50 times, of course that's a little different than it lasting the whole game's duration; however, the game is constantly checking for trigger events and conditions to be met, so I don't think a couple of loops are going to make much of a difference. While I'd rather not have them because I'm OCD like that, they do what they need to do.
That being said, I think Riley has a point, depending on how your shop is set up. I could see a chain of 'if/then' actions in a single trigger. Something like:
any unit enters region of the shop
if money < 100
then open shop 1
else
if money <1000
then open shop 2
else
if money <2500
then open shop 3
etc.
I'm currently new with the if/then stuff but something like that would be a little easier (and for someone OCD like me, better) than constantly checking for the player's money and updating the shop on the fly when it can be canned into an activated trigger.
If you need any other help with English down the road let us know and we'll see what we can do. That's awesome that you're going through and translating your map so that other players can enjoy it.
I bet a lot of people are working on a Nova game, because she's pure awesomeness. I think what I'm most upset about is that her cinematic actor is only a model. No bones, attachment points, or animations. I think in order to help me get better acquainted with 3ds I might play around with that model and see what can be done with it.
Seriously, why did they waste our time by telling us about the lame balance changes for melee maps when they should have been telling us the cool stuff. Rather than making a post about "this is what the game is losing" it should have been details on mod changes, which could have been a post about "this is what the game is gaining."
Okay, so I'm looking for an easier to do this, to reduce the trigger executions that occur. Because of the limitations in the trigger editor we can only change the color of 1 unit at a time, rather than groups of units; which doesn't make sense to me. So I set up a loop to change the color of a random unit in a unit group. I'd rather not have it loop the some 50+ times I might need to all but insure that all of the units will be changed. Because I just started this section of my map I'm only changing the color of 7 units at this very moment, but a loop of 20 misses a couple even in such a small group. Eventually I'll have larger groups as well as multiple groups so I'd to stream line this as much as possible.
In the looping trigger I have an if/then set up checking for an integer. The Color Change action is as follows
[?] Set Unit Color
- [X=] Unit: Random Unit From Unit Group
[X=] Type: Any
- [X=] Source Unit Group: Units In Region Matching Condition
[X=] Unit Type: Any
[X=] Region: Color to White 01
[X=] Player: 3
[X=] Unit Filter: Excluded: Missile, Dead, Hidden
[X=] Count: Any Amount
[X=] Index: (Player 00) White
0
Glad you figured it out, my first bet upon reading the topic was a computer specs issue. It's not an easy program to run.
I'm just curious who does their market research to determine what price point it should be sold at. I bet the did research but stopped at a certain price point and didn't even consider charging something normal like around $100. The expensive part is designing the the program, not spitting out the disks. With player mods, including remodeling, becoming so popular I bet it would sell very well at a more reasonable price point than they expect.
0
I suck at textures, so I usually don't play with those. The only reason I don't have this finished yet is because I'm relearning 3ds Max while also trying to learn the newest version. Ran into a hurdle I'm trying to overcome and then I'm done.
0
@38dedo: Go
That sounds like an interesting project, I'll see if I can't give that a go.
0
@tFighterPilot: Go
Bah, you're right. My Previewer was set to hide bones for some reason. Speaking of bones, it's too bad the data editor doesn't allow attachment straight to a bone, since it certainly recognizes them.
0
Okay, so here's what I've come up with.
I'm not sure what an income wars is, but I still think this might to the trick, with possibly some tinkering depending on what you have going on, like making it check every 1 second rather than every 5.
Since I'm OCD it should be done in a form where you can just copy the section for player 1, and paste it, then change all the 1s to 2s for player 2 and so forth.
0
I think it could be possible, but pretty complicated. Give me a sec to play around with it for a bit.
0
@KriegerZero:
I would do something like this
Event
Any Unit Enters (Region X)
Actions
Player Group - Add player (Owner of (Triggering unit)) to ("Players in Region X" from the Global data table)
General - If/then
If
(Number of players in ("Players in Region X" from the Global data table )) == Y
Then
Else
You'd probably have to make a trigger opposite this that removes them from that player from the player group if their unit count in that region = 0
0
@Wakeman:
Great start, but a lot of the actual terrain seems pretty bare, as far as doodads and variety. Since you are doing an outdoor map I think it's even more vital to go over some of the ground textures with another texture or two, using the airbrush, noise, and fractal tools. It allows you to add a little color and variation to the ground like subtle paths in somewhat well tread areas (which I noticed a little bit)
0
@Puged:
I will have to look into that. I currently have a trigger set up for a unit to move targeting a relative point near it's current position. That does the trick but I'd rather the data editor handle that for some units.
0
There's the work around I was looking for, thanks a ton. That should help me out with other triggers as well down the road.
That still does a single unit at a time, since it has to pick them, which bugs me for some reason that the editor only handles a single unit for some tasks that shouldn't care about numbers of units.
0
I have a loop going and it doesn't seem to matter that it goes through the trigger like 50 times, of course that's a little different than it lasting the whole game's duration; however, the game is constantly checking for trigger events and conditions to be met, so I don't think a couple of loops are going to make much of a difference. While I'd rather not have them because I'm OCD like that, they do what they need to do.
That being said, I think Riley has a point, depending on how your shop is set up. I could see a chain of 'if/then' actions in a single trigger. Something like:
any unit enters region of the shop
if money < 100
then open shop 1
else
if money <1000
then open shop 2
else
if money <2500
then open shop 3
etc.
I'm currently new with the if/then stuff but something like that would be a little easier (and for someone OCD like me, better) than constantly checking for the player's money and updating the shop on the fly when it can be canned into an activated trigger.
0
@fr0d0b0ls0n:
If you need any other help with English down the road let us know and we'll see what we can do. That's awesome that you're going through and translating your map so that other players can enjoy it.
0
I bet a lot of people are working on a Nova game, because she's pure awesomeness. I think what I'm most upset about is that her cinematic actor is only a model. No bones, attachment points, or animations. I think in order to help me get better acquainted with 3ds I might play around with that model and see what can be done with it.
0
Seriously, why did they waste our time by telling us about the lame balance changes for melee maps when they should have been telling us the cool stuff. Rather than making a post about "this is what the game is losing" it should have been details on mod changes, which could have been a post about "this is what the game is gaining."
0
Okay, so I'm looking for an easier to do this, to reduce the trigger executions that occur. Because of the limitations in the trigger editor we can only change the color of 1 unit at a time, rather than groups of units; which doesn't make sense to me. So I set up a loop to change the color of a random unit in a unit group. I'd rather not have it loop the some 50+ times I might need to all but insure that all of the units will be changed. Because I just started this section of my map I'm only changing the color of 7 units at this very moment, but a loop of 20 misses a couple even in such a small group. Eventually I'll have larger groups as well as multiple groups so I'd to stream line this as much as possible.
In the looping trigger I have an if/then set up checking for an integer. The Color Change action is as follows
[?] Set Unit Color
- [X=] Unit: Random Unit From Unit Group
[X=] Type: Any
- [X=] Source Unit Group: Units In Region Matching Condition
[X=] Unit Type: Any
[X=] Region: Color to White 01
[X=] Player: 3
[X=] Unit Filter: Excluded: Missile, Dead, Hidden
[X=] Count: Any Amount
[X=] Index: (Player 00) White