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    posted a message on i know this is an amateur question but i need help with it...

    @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?

    Posted in: Triggers
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    posted a message on Maybe I'm just impatient but..

    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

    Posted in: Triggers
  • 0

    posted a message on Maybe I'm just impatient but..

    creating triggers can quickly overwhelm me. does anyone else have this problem?

    Posted in: Triggers
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    posted a message on trouble with "event=timer expires" action

    @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

    Posted in: Triggers
  • 0

    posted a message on trouble with "event=timer expires" action

    @dubo863: Go

    post your triggers

    Posted in: Triggers
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    posted a message on Is there a "unit is in region" event?

    @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.

    Posted in: Triggers
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    posted a message on King of the Hill

    @BasharTeg:

    thanks!

    Posted in: Triggers
  • 0

    posted a message on King of the Hill

    @BasharTeg:

    Ok. how do i make an infinite while loop?

    Posted in: Triggers
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    posted a message on King of the Hill

    @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

    Posted in: Triggers
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    posted a message on King of the Hill

    @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.

    Posted in: Triggers
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    posted a message on King of the Hill

    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

    Posted in: Triggers
  • 0

    posted a message on [Terrain] it's not supposed to be pretty...

    @ZealNaga: Go

    Posted in: Terrain
  • 0

    posted a message on [Terrain] it's not supposed to be pretty...

    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.

    Posted in: Terrain
  • 0

    posted a message on [Terrain] it's not supposed to be pretty...

    @Mozared: Go

    ok, so i went back and got rid of all the doodads and made the terrain rougher.

    Posted in: Terrain
  • 0

    posted a message on [Terrain] it's not supposed to be pretty...

    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

    Posted in: Terrain
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