name (type)
global variables: hill timer (timer), hill timer window (timer window)
1
Events
Unit - Any Unit Enters Hill
Actions
Timer - Start hill timer as a One Shot timer that will expire in 5.0 Game Time seconds
Timer - Create a timer window for (Last started timer), with the title "Hill Timer", using Remaining time (initially Visible)
Variable - Set hill timer window = (Last created timer window)
2
Events
Timer - hill timer expires
Actions
Timer - Destroy hill timer window
UI - Display "hill captured!" for (All players) to Subtitle area
thanks it seems to work now, here are the triggers:
Periodic Check
Events
Timer - Every 1.0 seconds of Real Time
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
Number of Team 1 Units > 0
Number of Team 2 Units > 0
Then
UI - Display "Hill is Contested!!!" for (All players) to Subtitle area
Else
General - Pick each integer from 1 to 10, and do (Actions)
Actions
Unit Group - Pick each unit in (Any units in Hill owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Picked integer) <= 5
Then
UI - Display ((Text((Picked integer))) + " owns the hill") for (All players) to Subtitle area
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Picked integer) >= 6
Then
UI - Display ((Text((Picked integer))) + " owns the hill") for (All players) to Subtitle area
Else
Unit Enters Hill
Events
Unit - Any Unit Enters Hill
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 2, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) <= 5
Then
Variable - Set Unit That Enters/Leaves[(Picked integer)] = (Triggering unit)
Variable - Modify Number of Team 1 Units: + 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 6
Then
Variable - Set Unit That Enters/Leaves[(Picked integer)] = (Triggering unit)
Variable - Modify Number of Team 2 Units: + 1
Else
Unit Leaves Hill
Events
Unit - Any Unit Leaves Hill
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) == Unit That Enters/Leaves[1]
Then
Variable - Modify Number of Team 1 Units: - 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) == Unit That Enters/Leaves[2]
Then
Variable - Modify Number of Team 1 Units: - 1
Else
Right now the last two triggers add and subtract from the number of units in the hill. The number of units in the hill determines whether or not points can be gained by players inside of the hill. If the number of units in the hill is <= 5, then points can be added to any unit's team if that unit is in the hill. If the number of units in the hill >= 6, then no one in the hill allocates points for their team. I couldn't figure out how to contest the hill so I decided to this instead. My problem is that I am having trouble contesting the hill. These triggers have nothing to do with contesting the hill. I posted these triggers to let you see what I am working with and if I need to change anything to help implement a contest the hill feature.
can't figure out how to contest the hill. i came up with something that is a lot of king of the hill but different, and i don't even know if it would work
i've pretty much hit "map maker's block" which is kinda like writer's block, and i don't know what to do
here are the triggers:
The Hill Timer Expires
Events
Timer - timerScore expires
Local Variables
Conditions
Actions
Dialog - Set score[3] text to (Text(numberOfHillUnits)) for (All players)
Unit Group - Pick each unit in (Any units in TheHill owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Picked unit)) <= 5
numberOfHillUnits <= 5
Then
Variable - Modify teamOnePoints: + 1.0
Dialog - Set score[1] text to (Text(teamOnePoints) with Any Precision decimal places) for (All players)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Picked unit)) >= 6
numberOfHillUnits <= 5
Then
Variable - Modify teamTwoPoints: + 1.0
Dialog - Set score[2] text to (Text(teamTwoPoints) with Any Precision decimal places) for (All players)
Else
Unit Enters Hill
Events
Unit - Any Unit Enters TheHill
Local Variables
Conditions
Actions
Variable - Set leaver[(Owner of (Triggering unit))] = (Triggering unit)
Variable - Modify numberOfHillUnits: + 1
Unit Leaves Hill
Events
Unit - leaver[(Owner of (Triggering unit))] Leaves TheHill
Local Variables
Conditions
Actions
Variable - Modify numberOfHillUnits: - 1
0
@Zomasworn
i'm not 100% but i don't think you need a condition.
create a global UNIT variable named Hero
if you created the hero with a trigger:
event
(some eventful event)
action
create 1 (hero unit) for player x at point
set Hero = last created unit
if you placed the hero in the editor:
event
map initialization
action
set Hero = hero you placed should be listed under value
and then:
event
every 1 seconds
action
add experience to Hero
depends on what your event is. can you post the trigger you're having trouble with?
0
thank you for the very useful suggestions
also b0ne123, show us some of your sketches so that we may know how to go about such a thing, lol
0
creating triggers can quickly overwhelm me. does anyone else have this problem?
0
@dubo863
You don't need a data table for this to work
name (type)
global variables: hill timer (timer), hill timer window (timer window)
1
Events
Unit - Any Unit Enters Hill
Actions
Timer - Start hill timer as a One Shot timer that will expire in 5.0 Game Time seconds
Timer - Create a timer window for (Last started timer), with the title "Hill Timer", using Remaining time (initially Visible)
Variable - Set hill timer window = (Last created timer window)
2
Events
Timer - hill timer expires
Actions
Timer - Destroy hill timer window
UI - Display "hill captured!" for (All players) to Subtitle area
0
@dubo863: Go
post your triggers
0
@dubo863: Go
is this sort of what you're looking for? I pretty much have the hill system down so if you want I can send you a copy of the triggers for it.
0
@BasharTeg:
thanks!
0
@BasharTeg:
Ok. how do i make an infinite while loop?
0
@BasharTeg
thanks it seems to work now, here are the triggers:
Periodic Check
Events
Timer - Every 1.0 seconds of Real Time
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
Number of Team 1 Units > 0
Number of Team 2 Units > 0
Then
UI - Display "Hill is Contested!!!" for (All players) to Subtitle area
Else
General - Pick each integer from 1 to 10, and do (Actions)
Actions
Unit Group - Pick each unit in (Any units in Hill owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Picked integer) <= 5
Then
UI - Display ((Text((Picked integer))) + " owns the hill") for (All players) to Subtitle area
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Picked integer) >= 6
Then
UI - Display ((Text((Picked integer))) + " owns the hill") for (All players) to Subtitle area
Else
Unit Enters Hill
Events
Unit - Any Unit Enters Hill
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 2, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) <= 5
Then
Variable - Set Unit That Enters/Leaves[(Picked integer)] = (Triggering unit)
Variable - Modify Number of Team 1 Units: + 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 6
Then
Variable - Set Unit That Enters/Leaves[(Picked integer)] = (Triggering unit)
Variable - Modify Number of Team 2 Units: + 1
Else
Unit Leaves Hill
Events
Unit - Any Unit Leaves Hill
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) == Unit That Enters/Leaves[1]
Then
Variable - Modify Number of Team 1 Units: - 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) == Unit That Enters/Leaves[2]
Then
Variable - Modify Number of Team 1 Units: - 1
Else
0
@SentryIII:
Right now the last two triggers add and subtract from the number of units in the hill. The number of units in the hill determines whether or not points can be gained by players inside of the hill. If the number of units in the hill is <= 5, then points can be added to any unit's team if that unit is in the hill. If the number of units in the hill >= 6, then no one in the hill allocates points for their team. I couldn't figure out how to contest the hill so I decided to this instead. My problem is that I am having trouble contesting the hill. These triggers have nothing to do with contesting the hill. I posted these triggers to let you see what I am working with and if I need to change anything to help implement a contest the hill feature.
0
can't figure out how to contest the hill. i came up with something that is a lot of king of the hill but different, and i don't even know if it would work
i've pretty much hit "map maker's block" which is kinda like writer's block, and i don't know what to do
here are the triggers:
The Hill Timer Expires
Events
Timer - timerScore expires
Local Variables
Conditions
Actions
Dialog - Set score[3] text to (Text(numberOfHillUnits)) for (All players)
Unit Group - Pick each unit in (Any units in TheHill owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Picked unit)) <= 5
numberOfHillUnits <= 5
Then
Variable - Modify teamOnePoints: + 1.0
Dialog - Set score[1] text to (Text(teamOnePoints) with Any Precision decimal places) for (All players)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Picked unit)) >= 6
numberOfHillUnits <= 5
Then
Variable - Modify teamTwoPoints: + 1.0
Dialog - Set score[2] text to (Text(teamTwoPoints) with Any Precision decimal places) for (All players)
Else
Unit Enters Hill
Events
Unit - Any Unit Enters TheHill
Local Variables
Conditions
Actions
Variable - Set leaver[(Owner of (Triggering unit))] = (Triggering unit)
Variable - Modify numberOfHillUnits: + 1
Unit Leaves Hill
Events
Unit - leaver[(Owner of (Triggering unit))] Leaves TheHill
Local Variables
Conditions
Actions
Variable - Modify numberOfHillUnits: - 1
edit: got rid of the victory part
0
@ZealNaga: Go
0
all right, here we go:
i added some fog, foliage, rocks, and trees around the puddles along with some trees on the mountains.
i uniformed the Haven Leaves paint to make it look like it fit and then placed dirt around the tree clumps.
i maintained the general layout of the map and it still looks balanced to my eyes although the rocks may get in the way.
0
@Mozared: Go
ok, so i went back and got rid of all the doodads and made the terrain rougher.
0
i made this in my spare time, and i want to make something out of it. right now i'm just looking for terrain feedback