It's a good start, but it looks a bit to tidy to be a living, breathing town/city. It needs the little details. Adding lots of little things like debris, rubbish, trash cans, loose rocks, the odd plant or stunted tree growing in abandoned backlots and cracked and dirty pavements about the buildings will really bring it to life.
If you wanna see what I'm talking about have a look at some of the campaign missions that feature built up areas, like the scattered towns in 1st mission of the game, and the cityscape in "Media Blitz". Zoom right in and individually pick out all the doodads they used, and the textures used as well (and how they're blended together). Maybe it'll give you some ideas on how to add to your work :)
I'd love to see this progammer, for I'm curious to see if it really can be done... not to mention it's something I'd never be able to do myself :P My love for triggers is far too strong to make good use of the data editor, I'm afraid :(
They're called transmissions. There's a section devoted to them in the trigger editor. Just to let you know, I seem to recall that if you don't specify a sound file to be played by the transmission the figure in the portrait box that pops up on the screen will not appear to be speaking.
Well it's good to see you managed to work it out :) Just to let you know, you can simplify this code greatly. Anytime you have a section of code that repeats itself except for a different number, 99% of the time you can use a for loop, or a pick each integer loop to do all the work for you.
Example:
Pick each integer between 1 and 8 (i.e. for players 1 to 8)
If (triggering player) == Pick integer
AND Shop is visible [Picked integer] == false
Then.... etc.
From memory..... Instead of dialog buttons, try screen buttons. These buttons do not activate a trigger when pressed. To detect the button that is pressed and who pressed it, setup a new trigger with an event I believe is called "Dialog item is used" and then in the action list, have a series of case switches with the case events linked to the triggering dialog item and have the action list effect the triggering player.
Yes there sure is. Use the 'Overlay Image' action, its in the cinematic section of the trigger editor. You'll need to import a suitable image file for the crosshairs of course, make sure its in an appropriate file format like .dds (.tga should work as well). You might need the campaign dependencies enabled for the action to appear on the trigger action list though.
Variable - Set RandomPlayer = (Random integer between 1 and 14)
General - While (Conditions) are true, do (Actions)
Conditions
(Status of player RandomPlayer) != Playing
Actions
Set RandomPlayer = (Random integer between 1 and 14)
Quite true, it would be unwieldy. Though I just realised that there no need to actually clear the array, just set Unit_id back to 0, and it'll just override the old values without reading them ;)
For a more general case, like Fuzzy said, have two triggers. The first fires when a certain event comes to pass and its only action is to set the value of an index in an array (which matches the triggering player) to "1".
Then have a second trigger which periodically (or when triggered by a second event) cycles through the list of players (i.e. picked integer 1 to 4 for four players) and "if array [picked integer] = 1 is true" then execute an action, otherwise it checks the next player in the cycle.
You can add extra conditions to root out out unwanted bugs. Put in an attribute check for ground units, so that flyers can't cap it, and a check which locks the region to the owner of the first unit that enters, until he has no units in that region, at which point the region can be captured by other players, just like how the watchtowers work. ;)
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It's a good start, but it looks a bit to tidy to be a living, breathing town/city. It needs the little details. Adding lots of little things like debris, rubbish, trash cans, loose rocks, the odd plant or stunted tree growing in abandoned backlots and cracked and dirty pavements about the buildings will really bring it to life.
If you wanna see what I'm talking about have a look at some of the campaign missions that feature built up areas, like the scattered towns in 1st mission of the game, and the cityscape in "Media Blitz". Zoom right in and individually pick out all the doodads they used, and the textures used as well (and how they're blended together). Maybe it'll give you some ideas on how to add to your work :)
But yes, good start!
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I'd love to see this progammer, for I'm curious to see if it really can be done... not to mention it's something I'd never be able to do myself :P My love for triggers is far too strong to make good use of the data editor, I'm afraid :(
0
They're called transmissions. There's a section devoted to them in the trigger editor. Just to let you know, I seem to recall that if you don't specify a sound file to be played by the transmission the figure in the portrait box that pops up on the screen will not appear to be speaking.
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@Shawn91210:
Your name is Shawn and something special happened to you on the 12th of August this year?
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Well it's good to see you managed to work it out :) Just to let you know, you can simplify this code greatly. Anytime you have a section of code that repeats itself except for a different number, 99% of the time you can use a for loop, or a pick each integer loop to do all the work for you.
Example:
Pick each integer between 1 and 8 (i.e. for players 1 to 8)
If (triggering player) == Pick integer
AND Shop is visible [Picked integer] == false
Then.... etc.
0
From memory..... Instead of dialog buttons, try screen buttons. These buttons do not activate a trigger when pressed. To detect the button that is pressed and who pressed it, setup a new trigger with an event I believe is called "Dialog item is used" and then in the action list, have a series of case switches with the case events linked to the triggering dialog item and have the action list effect the triggering player.
I believe there was a good example of this system was used in this keypad asset designed by Atl0s: http://www.sc2mapster.com/assets/keypad-system/
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Yes there sure is. Use the 'Overlay Image' action, its in the cinematic section of the trigger editor. You'll need to import a suitable image file for the crosshairs of course, make sure its in an appropriate file format like .dds (.tga should work as well). You might need the campaign dependencies enabled for the action to appear on the trigger action list though.
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Try this:
Variable - Set RandomPlayer = (Random integer between 1 and 14)
General - While (Conditions) are true, do (Actions)
Conditions
(Status of player RandomPlayer) != Playing
Actions
Set RandomPlayer = (Random integer between 1 and 14)
0
@nevjmac:
Quite true, it would be unwieldy. Though I just realised that there no need to actually clear the array, just set Unit_id back to 0, and it'll just override the old values without reading them ;)
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Nice work! Always good to see new library systems that people can use, I have a feeling that this one will be very popular :)
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For a more general case, like Fuzzy said, have two triggers. The first fires when a certain event comes to pass and its only action is to set the value of an index in an array (which matches the triggering player) to "1".
Then have a second trigger which periodically (or when triggered by a second event) cycles through the list of players (i.e. picked integer 1 to 4 for four players) and "if array [picked integer] = 1 is true" then execute an action, otherwise it checks the next player in the cycle.
Is that whatcha after?
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@KewlCrayon:
Believe in the power of triggers! :P
The alternative to delve into the data editor. Can't help you there though.
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If you want to get the position of the unit and have it automatically update its position every few seconds, try this:
Trigger 1:
Trigger 2:
Then have a third trigger clean out the arrays in between waves.
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You can add extra conditions to root out out unwanted bugs. Put in an attribute check for ground units, so that flyers can't cap it, and a check which locks the region to the owner of the first unit that enters, until he has no units in that region, at which point the region can be captured by other players, just like how the watchtowers work. ;)
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Make a region around the tower, and have the player with units in that region gain points.