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    posted a message on Looking for Data Editors to join Magic.Inc!

    I can do all of the UI/Trigger stuff and cinematics. Check out Malum Ruina (link's in the sig.) It has a lot of the stuff you are looking for in this map. I've also just released a new map called Eternal Exile.

    I will say that my ability to work on the map may be hindered from time to time because of school work. But, if you want someone with experience and skill, I can help you out. I'd like to be a part of a team that will assist me in my own projects down the line too, so let me know if you are open to that.

    Posted in: Team Recruitment
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    posted a message on Random spawning point - Boolean Array

    A couple of things:

    First of all, never use Repeat forever loops. Use While loops instead. Repeat forever loops cause a tremendous amount of lag compared to While loops even though the two can accomplish the same things.

    How to set up an infinitely repeating while loop:

    1. Create a local boolean variable called TRUE with the default value set to true.

    2. Create a WHILE action

    3. Under conditions, use "TRUE == true"

    4. Set up your actions

    5. When your actions are done, add a WAIT 0.1 seconds action within the loop below the actions you just created.

    6. When you want the trigger to run, use the Run Trigger (ignoring conditions) action from another trigger (usually the one that occurs at the start of the game.)

    Secondly, you don't need to make these triggers initially off if there aren't any events that cause them to fire.

    Third, when setting up a system that spans over multiple triggers, it's generally better to make use of timers rather than wait times.

    Finally, with these things in mind, you should consider rewriting the whole system. If I were to make a simple repeating spawn system, here's what I would do:

    First of all, I would create a variable region (or point, however you set it up) array to store all of my spawn points in. Let's call it SpawnZone. Since there are 20 spawn points in your map, set the max of the array to 20.

    Create a timer variable called SpawnInterval.

    Create a boolean variable array called SpawnActive with an array count of 20 (one for each spawn point)

    Now, in your map initialization trigger, manually set each spawn point location as a member of the SpawnZone array.

    Set SpawnZone[1] = ClifftopSpawn

    Set SpawnZone[2] = WalkwaySpawn

    etc...

    Doing this will make it a lot easier later on and will take up less space in your triggers.

    Next, the first trigger. This will spawn the units.

    No events. This will be executed by the next trigger we will make.

    Create a local integer variable called "Select"

    Actions:

    For each integer Select from 1 to 20 with interval 1

    - Actions:

    - - - If

    - - - - - SpawnActive[Select] == True

    - - - Then

    - - - - - Repeat 30 times

    - - - - - - Create 1 monster thingy at SpawnZone[Select]

    - - - - - - Wait 0.5 seconds

    Create a new trigger.

    This will set up which locations are chosen to be spawn points and sets up our timer.

    Set the event to Timer Expires and use the timer variable you created.

    Create a new local integer variable called PickSpawnPoint

    Set all of the SpawnActive variables to false. The easiest way to do this is by setting up a For Each Integer loop using PickSpawnPoint as the variable, 1 as the starting integer, and 20 as the ending integer. Or you can just copy and paste 20 times and manually set each index to false.

    Pick 4 spawn points at random like you did before and set them to true.

    Run the first trigger we made, ignoring conditions.

    Remember the timer variable you made? Now's the time to put it to use. Start SpawnInterval as a One-shot timer with duration 15 seconds.

    Oh, one last thing. When you want the spawns to start, simply start the timer you made. If you want it to be instant, set it to like 0.5 seconds. This will initiate the looping sequence. You'll need to add other switches and conditions if you want the spawns to stop at any point (or simply turn off the relevant triggers.)

    That should do it.

    Posted in: Triggers
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    posted a message on all ressources of aktiv players in a team together integer

    Create a player group and add all active players to it at the start of the game. Then if a player leaves the game or drops, remove them from the player group you created. For your trigger involving the terrazine count, check each player to see if they are in the player group you created before adding the terrazine count to your total terrazine variable.

    Posted in: Triggers
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    posted a message on math, waterhight calc

    "Height of picked unit" returns the unit's flying height, not it's world height or even relative height. There's another function that would be more appropriate called "height of point" or "ground height of point" which returns a point's world height. Use "position of unit" for the point and viola! The height of your water depends on the default height level you set when making your map, but it should match up with the function I just mentioned.

    Posted in: Triggers
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    posted a message on multiplayer banks

    Each player needs his own bank. Then you need to load each bank for each player individually. Make sure you use arrays to save the kills/deaths for each player (player 1 kills would be something like kills[1], player 2's would be kills[2], etc..)

    Posted in: Triggers
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    posted a message on Learn abilities points using trigger

    How are you setting up your ability levels? Do you have a new duplicate ability per level or are you using multiple levels in a single ability? I've also used upgrades to act as level improvements for abilities. What you use to apply the upgrade will be different depending on how your abilities are set up.

    Posted in: Triggers
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    posted a message on Spam clickers

    Soul, the clicking problem can be fixed in the data editor. Under the requirements for the upgrade, make it so that it's unavailable while queued. Also, give the upgrades like a 0.5 or 1 second research time. Not enough to burden the players, but enough to make sure they can't instant-queue during lag.

    Alternatively, you could make the upgrades dummy abilities that add an integer to a variable each time they are clicked. Then you can check the variable in a trigger and if it's greater than 1, set the value of it to 1 and execute.

    Posted in: Triggers
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    posted a message on upgrades and turrets

    In the upgrade you have to go into info+ and add the specific damage amount to the turret's damage effect. This is more of a data editor thing.

    Posted in: Triggers
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    posted a message on Learn abilities points using trigger

    This should be relatively simple. Create a global timer variable. Now start a timer at your initialization trigger (or wherever you want the timer to start ticking) using the variable you just made. I always use one-shot timers but I suppose you could use repeating for this. Anyway, now create a new trigger for the ability level-up. Set the event to "Timer expires" using your recently made timer variable. Now in actions, either apply an upgrade to improve your ability or replace the current ability with a stronger one. Or add a custom upgrade point, whatever. I don't really know how you want to set it up.

    Posted in: Triggers
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    posted a message on Targetable Dialog Item

    It would only work if your spells were trigger-based. The game's default targeting system always selects below the dialog layer. You basically need a dummy spell with instant cast which sets off a switch via triggers. Then, if the player clicks the dialog button, order the unit to cast the REAL spell on a specified target.

    Posted in: Triggers
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    posted a message on [solved] Detect mouse clicks through minimap

    Oh I see. I wasn't sure what you meant about that at first. The only thing I can think of that might work then is to replace the minimap with an image.

    Posted in: Triggers
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    posted a message on Players on Team?

    Okay. I think the simplest way to do it would be to use just the localTeamCounter For loop. For the region index, just use the localTeamCounter. Team 1 gets the region at index 1, team 2 gets the region at index 2, etc.

    Posted in: Triggers
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    posted a message on Players on Team?

    I'm not sure exactly what you are trying to do in your trigger. Could you please explain some more? From what I've read, it sounds like you want to create a pylon at team 1's start location for whoever happens to represent team 1. Is that right?

    Posted in: Triggers
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    posted a message on Players on Team?

    Never, ever, ever, ever, ever stack For loops.

    Posted in: Triggers
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    posted a message on baneling pit

    @Reaper872: Go

    It's an action. Pick each unit in unit group (Units in region matching condition.) The region is the function called "convert circle to region," which creates a local region around a point in a circle shape with a size you specify. The point is the baneling. For the matching conditions, just set that to exclude things like missiles, dead, hidden, etc.

    @playpong:

    That might work too, and you could use a circle region around the pit (if it's a unit.) I'm not sure whether morphing units count as entering regions though.

    Posted in: Triggers
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