Win
Events
Timer - Every 5.0 seconds of Game Time
Local Variables
players = 0 <Integer>
Conditions
(Number of players in (Active Players)) <= 2
Actions
General - For each integer players from 1 to 8 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Allies of player players) == (Active Players)
Then
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
Else
Kills Counter
Events
Unit - Any Unit dies
Local Variables
Killer = (Killing player) <Integer>
Conditions
Actions
Variable - Modify Kills[Killer]: + 1
Needed global variable with [array]
Win condition:
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
Conditions
Actions
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Kills[(Picked player)] >= 100
Then
Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
Else
Killing in certain region all units by matching condition (make global variable of TIMER to start it in other triggers if you would want if reaches player certain kills. you can restart timer too..), needs corrections:
Events
Timer - Timer (not global) expires
Local Variables
Timer (not global) = (New timer) <Timer>
Conditions
Actions
Timer - Start Timer (not global) as a One Shot timer that will expire in 60.0 Game Time seconds
Unit Group - Pick each unit in (Any units in Region 001 owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Need a trigger with Win condition for 2 players Team ffa (2v2v2v2). Cant make it well working...
Win\lose
Events
Unit - Any Unit dies
Local Variables
teams = 0 <Integer>
players = 0 <Integer>
Conditions
(Unit type of (Triggering unit)) == Command Center
Actions
Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
Player - Set player (Triggering player) color to (Player 00) White (Retain the color of existing units)
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Required: Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Change ownership of (Picked unit) to player (Killing player) and Change Color
General - For each integer teams from 1 to 4 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
(Number of players in (Allies of player (Triggering player))) == 0
(Number of players in (Active Players)) <= 2
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Players on team teams) == (Active Players)
Then
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
Else
Else
go to the actor of the unit. (warpgate in your case)
now all the way in on the bottom of the list there is a field called:
UI - Wireframe Shield +
you need to put the 3 shield pictures there. (in order)
example for my nexus:
UI - Wireframe Shield + -> (Assets\Textures\Wireframe-Protoss-Nexus-Shield01.dds|Assets\Textures\Wireframe-Protoss-Nexus-Shield02.dds|Assets\Textures\Wireframe-Protoss-Nexus-Shield03.dds)
Now its looks better but not usual. Now it works as Strutures life points. HP dicrease and those wireframes shield change they colors to yellow orange and so on. Well, its just all messed up..
How can i return all data to original values?
And how to make Warp Gate clone that wouldnt be parent to construtable Warp Gate in melee game.
As now if I change it size (structure "clone" named Space Gate and actor is copy of original..)...
I build Gateway, transforming it to Warp Gate and it changes it size to Spase Gate size values + and normal size Warp Gate you are able to see...
Have created map: http://www.sc2mapster.com/maps/heart_brokers/images/
And there you can find some pics from the gameplay with flying Overlord which is too high from the ground :|
I was using Modify Height Field and have lowered all map. So I know the problem but if I will change it to original height the cannons on lowest ground will not look too cool and I will may need to paint it - more work...
Any suggestions how to fix that without returning back height to original height?
0
Now I have separated win condition to:
Win
Events
Timer - Every 5.0 seconds of Game Time
Local Variables
players = 0 <Integer>
Conditions
(Number of players in (Active Players)) <= 2
Actions
General - For each integer players from 1 to 8 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Allies of player players) == (Active Players)
Then
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
Else
Sure its doest work...
0
Quote from TwoDie:
bump :S
0
in the game:
Options>Gameplay>Gameplay
Show unit status bars
!Always!
:D
0
Kills Counter
Events
Unit - Any Unit dies
Local Variables
Killer = (Killing player) <Integer>
Conditions
Actions
Variable - Modify Kills[Killer]: + 1
Needed global variable with [array]
Win condition:
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
Conditions
Actions
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Kills[(Picked player)] >= 100
Then
Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
Else
Killing in certain region all units by matching condition (make global variable of TIMER to start it in other triggers if you would want if reaches player certain kills. you can restart timer too..), needs corrections:
Events
Timer - Timer (not global) expires
Local Variables
Timer (not global) = (New timer) <Timer>
Conditions
Actions
Timer - Start Timer (not global) as a One Shot timer that will expire in 60.0 Game Time seconds
Unit Group - Pick each unit in (Any units in Region 001 owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
I hope this works well :)
TwoDie
0
Need a trigger with Win condition for 2 players Team ffa (2v2v2v2). Cant make it well working...
Win\lose
Events
Unit - Any Unit dies
Local Variables
teams = 0 <Integer>
players = 0 <Integer>
Conditions
(Unit type of (Triggering unit)) == Command Center
Actions
Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
Player - Set player (Triggering player) color to (Player 00) White (Retain the color of existing units)
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Required: Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Change ownership of (Picked unit) to player (Killing player) and Change Color
General - For each integer teams from 1 to 4 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
(Number of players in (Allies of player (Triggering player))) == 0
(Number of players in (Active Players)) <= 2
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Players on team teams) == (Active Players)
Then
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
Else
Else
0
Would be nice to find it out too.
0
Now its looks better but not usual. Now it works as Strutures life points. HP dicrease and those wireframes shield change they colors to yellow orange and so on. Well, its just all messed up..
How can i return all data to original values?
And how to make Warp Gate clone that wouldnt be parent to construtable Warp Gate in melee game.
As now if I change it size (structure "clone" named Space Gate and actor is copy of original..)...
I build Gateway, transforming it to Warp Gate and it changes it size to Spase Gate size values + and normal size Warp Gate you are able to see...
0
Having problem with old map from sc2beta and now i having problem with fixing Warp Gate building itself icon (not model..).
Icon... without shields (blue rectangle..)
Gateway is normal... dont have this problem. if i change it to warp gate then icon changes to upper image^.
And this neutral already prebuild warp gate with normal shields and stuff... what a??
any suggestions how to fix it?
0
Have created map: http://www.sc2mapster.com/maps/heart_brokers/images/
And there you can find some pics from the gameplay with flying Overlord which is too high from the ground :|
I was using Modify Height Field and have lowered all map. So I know the problem but if I will change it to original height the cannons on lowest ground will not look too cool and I will may need to paint it - more work...
Any suggestions how to fix that without returning back height to original height?
TwoDie