Lol no. Thats just what I came up with. I want it to spawn for the player if they have enough. If they don't have enough i don't want it to spawn. But if the triggering unit remains in the reigon I want the trigger to keep fireing.
Maybe it's smarter of me to post this whil I work on it, i have a bad habit of going in the wrong direction for long periods of time before figuring something out.
This is basically a simply spawning trigger. When player on team enters reigon, subtract # minerals from them and spawn the unit at reigon for player.
The first half of the trigger works great. The second half will spawn the unit for the enemy team if the triggering player does not have enough resources. I think there is a better way of setting this up than what I have.
Yeah for the most part the income system is working good. Working on some other triggers now, if i have issues which I promise I will, I will post here. :)
I'm getting a red diamond on the first three General conditions. I'd attach it in a map for you but i can't seem to find a attach button here on the forum. Sorry im noob here :/ it'll only get better - Promise!
- Edit 1
Look at that i figured it out. So it's uploaded, and i noticed when copying the trigger and variables into the new blank map that it does not have any issues, unlike inside of my map. When the trigger is called, it throws the error "trigger took too long".
- Edit 2
I discovered the trigger debugger. It's not showing any failures with the trigger. So I played the map out for a bit and i'm noticing that I gain minerals as player 1 randomly, while player 7, the ally AI, is killing units. So it's not waiting for each 40 seconds to pass to fire the trigger. Seems like it's firing off after the first time and all kills from that point on are divided regardless of the time.
- Edit 3
I think it is working correctly now. I loaded the origional trigger you attached and noticed I removed a wait action. I added that back in and it is giving me resources every "round", so that working very good, I will get a few people in my map today and test to see if the resources are split correctly.
Well, you don't need to worry about giving resources to missing players,
because who is going to spend them?<</quote>>
Right, but if the game somehow ends up 3v1, that 1 player is only going to get the same amount as one of the other teams players, assuming their getting the same amount of kills. I guess to better explain it, I don't want resources going to waste for a team, it dramatically offsets the balance in my map. So if it is 3v1, that 1player should be getting 3 players worth of minerals.
Ok, it seems the resource trigger works great, only how do it get it to ignore dead/missing players? so if someone drops or if it's a 1v1 instead of a 3v3, the resources are not being given to dead/missing players?
Strange, i've tested the trigger out twice in my map, and for somereason after two or three minutes the trigger does not seem to run anymore. Any ideas?
Also, another trigger problem i ran into is this, I have a "Shop" that heros can buy upgraded armor and attack from, when the hero unit enters a specified distance, then building becomes his, until it leaves or another unit enters the triggering distance. Does not seem to be working for me at all. Here is my trigger I created this morning.
Events
Unit - (Triggering unit) Enters a distance of 6.0 from Planetary Fortress [9.50, 28.50]
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) == true
And
Conditions
(Owner of (Triggering unit)) == 1
And
Conditions
Owner of Planetary Fortress [9.50, 28.50]) == 7
Actions
Unit - Change ownership of Planetary Fortress [9.50, 28.50] to player (Triggering player) and Change Color
Thanks for the trigger! :) I don't quite understand veriables with integers yet. I keep hearing their easy and very helpful. Half of the time when i look at them they make sense, the other half they don't make any sense to me. Im positive I'll be bak with another request.
I've got a quick request. I don't think it's too dificult, but ive run out of brain bower for tonight.
I want a trigger that will give all the avaliable minerals that Player 1 has, divided amungst player 2, player 3, and player4, evenly, every 60 seconds.
0
My trigger is good, it's just i need to add something to make it:
if player is on team1 spawn unit here
or
if player on team 2 spawn unit here
Just tryingt o do it all in 1 trigger.
0
@deathtorn: Go
Lol no. Thats just what I came up with. I want it to spawn for the player if they have enough. If they don't have enough i don't want it to spawn. But if the triggering unit remains in the reigon I want the trigger to keep fireing.
0
Maybe it's smarter of me to post this whil I work on it, i have a bad habit of going in the wrong direction for long periods of time before figuring something out.
This is basically a simply spawning trigger. When player on team enters reigon, subtract # minerals from them and spawn the unit at reigon for player.
The first half of the trigger works great. The second half will spawn the unit for the enemy team if the triggering player does not have enough resources. I think there is a better way of setting this up than what I have.
0
Yeah for the most part the income system is working good. Working on some other triggers now, if i have issues which I promise I will, I will post here. :)
0
That's more of what I'm looking for. I thought I would be able to incorprate the other trigger into this one, however im haveing some issues.
I'm getting a red diamond on the first three General conditions. I'd attach it in a map for you but i can't seem to find a attach button here on the forum. Sorry im noob here :/ it'll only get better - Promise!
- Edit 1
Look at that i figured it out. So it's uploaded, and i noticed when copying the trigger and variables into the new blank map that it does not have any issues, unlike inside of my map. When the trigger is called, it throws the error "trigger took too long".
- Edit 2
I discovered the trigger debugger. It's not showing any failures with the trigger. So I played the map out for a bit and i'm noticing that I gain minerals as player 1 randomly, while player 7, the ally AI, is killing units. So it's not waiting for each 40 seconds to pass to fire the trigger. Seems like it's firing off after the first time and all kills from that point on are divided regardless of the time.
- Edit 3
I think it is working correctly now. I loaded the origional trigger you attached and noticed I removed a wait action. I added that back in and it is giving me resources every "round", so that working very good, I will get a few people in my map today and test to see if the resources are split correctly.
I appreciate all the help!
0
<<quote 284037>>
@shadov3x: Go
Well, you don't need to worry about giving resources to missing players, because who is going to spend them?<</quote>>
Right, but if the game somehow ends up 3v1, that 1 player is only going to get the same amount as one of the other teams players, assuming their getting the same amount of kills. I guess to better explain it, I don't want resources going to waste for a team, it dramatically offsets the balance in my map. So if it is 3v1, that 1player should be getting 3 players worth of minerals.
0
Ok, it seems the resource trigger works great, only how do it get it to ignore dead/missing players? so if someone drops or if it's a 1v1 instead of a 3v3, the resources are not being given to dead/missing players?
0
I figured it out, and the resource trigger is working as well.
0
Strange, i've tested the trigger out twice in my map, and for somereason after two or three minutes the trigger does not seem to run anymore. Any ideas?
Also, another trigger problem i ran into is this, I have a "Shop" that heros can buy upgraded armor and attack from, when the hero unit enters a specified distance, then building becomes his, until it leaves or another unit enters the triggering distance. Does not seem to be working for me at all. Here is my trigger I created this morning.
Events Unit - (Triggering unit) Enters a distance of 6.0 from Planetary Fortress [9.50, 28.50] Local Variables Conditions ((Unit type of (Triggering unit)) is Hero) == true And Conditions (Owner of (Triggering unit)) == 1 And Conditions Owner of Planetary Fortress [9.50, 28.50]) == 7 Actions Unit - Change ownership of Planetary Fortress [9.50, 28.50] to player (Triggering player) and Change Color
0
Thanks for the trigger! :) I don't quite understand veriables with integers yet. I keep hearing their easy and very helpful. Half of the time when i look at them they make sense, the other half they don't make any sense to me. Im positive I'll be bak with another request.
0
Lol, Love the tutorials OneTwoSC!
Avatar is good too :)
0
I've got a quick request. I don't think it's too dificult, but ive run out of brain bower for tonight.
I want a trigger that will give all the avaliable minerals that Player 1 has, divided amungst player 2, player 3, and player4, evenly, every 60 seconds.
Possiable?