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    posted a message on Help with a degrading trigger!
    Quote from Shawn91210: Go

    The event you are looking for is called "Chat Message".

    Shawn is right. I wonder though, is it possible to enter a custom cheat code without actually letting people read what you typed for the cheat to work? Because as far as I know, you can't send a chat message that will only be displayed to you, or even not displayed at all in the chat box. Maybe we can replace the cheat text by some placeholder though, like "[hidden cheat]" so that people will know you cheated but won't see what you really typed.

    Posted in: Triggers
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    posted a message on Killing units by physical contact

    @TwilightMarine: Go

    It's pretty easy to do it with Data. Check my Ikari Warriors map to see how the "Tank Crush" is done... It basically does a lot of damage to any infantry unit coming close to the tank when it's moving.

    You'll need a periodic effect (search area) to check if there is a unit close to your critter. When there is, it executes a damage effect. Create a behavior on your critter that will execute the periodic search effect, and when you play the critter will kill anything coming too close to him (including himself... heh). To prevent the critter to kill itself or other critters, you will need a validator in the search area effect that will exclude units of the same type as your critter.

    I'm sorry to skip details on how to do that exactly, but if you need any help, search for topics in the forums about validators, search effects, and damage effects. You'll probably find all your answers in more detailed topics. That's how I learned to do my Tank Crush. :)

    Posted in: Data
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    posted a message on Field of vision

    Try creating a trigger that will display if Region1 is not "no region" when you enter a chat message. It will tell you if the region actually exists so you will know if it comes from the action creating the region or the auto-reveal action. Actually, do that to check each line. It will be easier to fix if you actually know which line is wrong...

    I also assume the "pick each" takes each unit one by one, so the revealer will reveal the area in front of unit 1, then show for unit 2, remove the revealer for unit 1, show for unit 3, remove for unit 2, etc etc... It's mainly because the unit checking for a revealer is incremented each time, so the first unit is not in the latest created region for unit 2, and the revealer will stop working.

    It may also be because the region variable is unique, so if you select more than one unit, only the last unit in the group will have a region revealed because the variable is set as many times as you have units in your selection. If you want to be sure a region is not overwritten, I'd suggest using an array with a size equals your max number of selected units (I think the absolute max is 6*24 or something like that). Each time you create a region for a selected unit, put in the array with the number matching the place of the unit in the selected group. This way, each unit will have its own region revealed, and if you make a new selection the values will be overwritten to match the new group.

    Posted in: Miscellaneous Development
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    posted a message on Random Trigger, Value, Integer and Region
    Quote from Claymuffin: Go

    I'm sure there is a simpler way to acheive this, no?

    Region properties> set it to negative instead of positive. Negative regions are meant to be removed from positive regions, so if you do a huge square region positive, you can remove any shape you want from it by adding negative regions on top of it. Haven't tried yet, but I'm pretty sure it's how it works.

    Posted in: Triggers
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    posted a message on Unit in region = true/fasle (and) loop/break trigger

    Actually it was much more complicated to do it with more than one worm at a time... But I managed to do it, I've done it with 4 worms (you can add more if you want, I added comments to let you know where you need to add things). It seems to work fine after a few tests, but it still is a bit rough (I just managed to make it work, improving the code is another matter!).

    What it does:
    -a unit in the warning region will launch the warning trigger.
    -if it gets in the spawning region, a worm is spawned.
    -if another unit is in a warning region (at any moment), it will do a warning only if there's no other warning in effect.
    -when you leave a warning region, warnings stop unless another unit is in danger somewhere else.

    You can have 4 units in 4 warning regions, there will only be 1 warning at the same time. If a worm is spawned, it stops any further warning in the region and will check that no other region is dangerous (ie. if you have another unit in another warning region). If you leave a warning region, it will stop the warning in that region but you'll still be warned if another unit is close to a spawn region.

    It will be more obvious when you'll play it, check the attachment.
    It might be a bit hard for you to understand how I did it, and why I did it this way, even with the added comments. In that case, I'm sorry. It's quite hard to explain and I'm not sure how I could explain it better. Anyway, I hope it will help you.

    Posted in: Triggers
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    posted a message on Unit in region = true/fasle (and) loop/break trigger

    Here's what you need, see attachment.

    If you don't want 2 warnings at the same time (let's say 2 units enter a warning region each, and you don't want the warning to happen twice): Just add a condition to the "Warning ON" that will check if a boolean "WarningAlreadyActive" is not true. Set the WarningAlreadyActive to true in the "Warning ON" trigger, and set it to false in the "Warning OFF" trigger.

    Posted in: Triggers
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    posted a message on Changing Cliff Height Through Triggers?

    @arunoaj: Go

    You can't. I've seen another topic about this matter and it wasn't possible at all, in any way. You can raise terrain though, using data events if I remember well, so you can make an ability that will create a sort of crater if you want. But raising the cliffs heights is impossible.

    Posted in: Terrain
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    posted a message on Unit in region = true/fasle (and) loop/break trigger
    Quote from Claymuffin: Go

    If 10 units enter, it just repeat itself 10 time at the same time and loop. I don't want that either.

    It won't happen, because you added "turn current trigger off" at the beginning of the trigger. So don't worry, unless you manually turn it on again the triggers shouldn't launch multiple times. ;)

    Posted in: Triggers
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    posted a message on Indie Games.
    Quote from StatusQ3: Go

    Speaking of indie games, what's your favorite indie game?

    World of Goo. :)

    If you wonder how much time and effort it takes to create an indie game, I'm really well-placed to tell you. We were a team of 5 guys, it took a whole year to create an indie game on Wii (it was in the first year the console came out). Well, to be more specific it took 20+ weeks, which means 100 days + a few weekends of brainstorming, debugging, plannings, etc...

    Note that we had jobs aside from this project though, so we couldn't spend each day on it. It was meant to be our graduation project, to become game/level designers (depends who, but I personally always aimed at becoming a level designer so I made the whole level). It was not a RPG game at all so I assume you could multiply by 3 (at least) the time necessary to create a RPG with a team of 5 guys. Multiply this by 2-3 again if no one in the team have had any experience in the games industry.

    Wargames, fighting games and RPGs are the hardest types of games to create IMO, because they require many elements which all interact together. Any bug in these games is a pain, because it ruins the gameplay pretty fast... But hopefully, if you try to make a RPG you'll have a whole team of at least 20 guys helping, and if you trust them enough you know they'll do their part, and they'll do it well.

    Posted in: Off-Topic
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    posted a message on Weekly Terraining Exercise #20: Nationalism

    Hey everyone,

    First time ever participating in the WTE, I found this week's theme interesting so here's my attempt:
    http://img525.imageshack.us/img525/545/screenshot2010121420445.th.jpg

    It's a well-known seashore in Normandy (France), called Etretat and especially famous for its peak (if you ever heard of Arsene Lupin, you probably know it). It's 30-40 minutes by road from where I live ATM and I love this place. Here's a picture of the real place:
    http://www.photo-paysage.com/albums/userpics/10001/normal_sur-la-plage-d-etretat.jpg

    Posted in: Terrain
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    posted a message on Unit in region = true/fasle (and) loop/break trigger

    Total Stop:
    Add a "Stop all instances of Nydus Warning" right after the "Turn Nydus Warning off".

    Nydus Warning:
    I'd suggest regrouping all your If conditions in the "Repeat forever" into an AND operator. I'm never really sure when it does an OR and when it does an AND, so just to be sure I'd suggest you regroup the 3 conditions in one AND.

    Spawn Nydus:
    Right after the "Turn current trigger off", add a "Turn Nydus Warning off" and a "Stop all instances of Nydus Warning".

    To prevent the worm from being killed before starting to unload units:
    Right after the "Set General Nydus = last created unit", add a "Make General Nydus invulnerable".
    Right before the "Order General Nydus to unload" add a "Make General Nydus vulnerable".

    There is also a mistake in your Spawn Nydus script... You set "Nydus Zergling" to be "last created unit". There are 40 of them, so if you leave "last created unit" it will only set the LAST ONE created in the variable. To get the whole group of zerglings in the variable, change the variable type to a Unit Group, instead of Unit. You should have something like "Set Nydus Zerglings = last created cargo units" and it will take all the zerglings inside the Nydus Worm, as a group, and store them in the variable. You'll be able to give orders to the 40 zerglings just by giving an order to the group variable.

    Anyway, if it still doesn't work, I'd suggest doing a whole new set of scripts from scratch. Sometimes, it helps. You can disable your triggers by right-clicking on their names (or select them and do CTRL+I), so that they won't interfere with your new ones... If nothing works, you still can re-enable your old triggers and we'll find where is the problem. Eventually.

    Posted in: Triggers
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    posted a message on Removing Units and Creating Respawn Timer
    Quote from user_877009: Go

    I'm having trouble finding the trigger to remove units.. What trigger is it exactly?

    Unit - Remove unit :)

    About what you're trying to achieve, I'd suggest adding a variable (integer) that will be used to store the timer seconds. Example: The default timer is 20 seconds. When the player change his hero or when his hero dies, you want this value to be 10 more seconds (each time it happens). So, you will need "Set variable = variable+10" (it's a simple arithmetic operation to increment the number of seconds needed before respawn), and you just have to start a new timer lasting "variable" seconds and will respawn/change the hero when it's done.

    If I didn't make myself clear, just ask.

    Posted in: Triggers
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    posted a message on Unit in region = true/fasle (and) loop/break trigger
    Quote from Claymuffin: Go

    the warning trigger dosen't turn off, why is thta so?

    You might need to add "Stop all instances of trigger" right after the "Turn trigger off". It's because if you simply turn off a trigger, it doesn't mean the actions it executes are stopped in the process. You actually need to stop both the trigger executing the actions and the actions that were launched while the trigger was still active.

    Either that or you might need to do "turn (current) trigger off" as the first action. It will prevent the trigger from being executed more than once, so you will need to reactivate it somehow with another action in another trigger, whenever you need to use the "nydus warning" again.

    Posted in: Triggers
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    posted a message on My first Terrain
    Quote from Skittles17: Go

    There's saturating in lighting if that's what you mean.

    I was mostly thinking of lighting sources (doodads like the street lights etc... that actually cast shadows in game), but I didn't know there was something that would allow to make lights saturate anyway (or maybe by modifying the terrain textures set, the same way we can modify the fog settings?).

    Posted in: Terrain
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    posted a message on My Marine Is Traversing Cliffs For No Reason
    Quote from yopeasants: Go

    Nothing is stopping my marine from traversing cliffs! Please help!

    Is your marine placed/spawned on the lowest cliff level, with or without the "ignore placement" option set? Because if it is, your marine can walk on the lowest ground level, but will climb up if it reaches a cliff. And once he has reached the 3 usual terrain heights, there is no way (except a "move unit instantly" trigger, maybe) to get it back to the lowest cliff level. The lowest cliff level wasn't meant for adding units on it, which is why no matter what mover or collision flags you give him, he will always get back to the 3 usual heights allowed once he reaches them.

    Is it a custom marine? Did you try to do the exact same thing with a melee unit? If it works for the melee unit, it obviously means your custom unit is not working as it should and we'll start from there...

    Posted in: Data
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