I'd use Arrays and/or Records to store the different values. Easier to see what's what. Something like this:
Property(Record)VariablesDemand=0<Integer>Supply=0<Integer>Sellsat=0<Integer>Buysat=0<Integer>Goods(Record)VariablesCoal<Property>Cloth<Property>Food<Property>Paris<Goods>Amsterdam<Goods>orCity<Goods[6]>
Variable - Set Paris.Food.Sells at = 1000
I'd say it's very possible. But you would have to custom make pretty much everything from scratch.
I'd start out by making a new unit, the hatchery or what you want it to look like. Customize the command panel with new buttons (like the limited weapons / ammo used by Raynor on the secret mission), that show the currently available goods. Set up two or three cities and start making the triggers that will control everything. Set up (random?) initial supply and cost for everything at each city. Make some trigger that checks for the highest price of each good, send units between the cities carrying the goods (transport units with custom made cargo units maybe).. etc. etc. etc.
There are so many things to do, you'll just have to start somewhere and work out each thing at a time as it comes up.
Once you get the hang of it, what you asked actually is very simple. Hope this is enough to get you started to figure out how the trigger editor works.
(When you find the Data Editor, we'll be here... :-)
Issue orders, (Any Unit, In Region 1) to attack region 2.
Dunno, I haven't gotten to the publish phase of my maps yet, but I doubt you have to set up some triggers to make the score screen work. More likely, you have something else somewhere in your map that mess it up.
Do you need the score screen at the end? In my experience it doesn't really tell you anything useful anyway unless you were playing a normal melee map. Try "Don't Show Score screen" and see if it still gives you an error.
Just guessing here, but what if you change "All Players" to "Active Players"? If you try to end the game for a player that doesn't play... might be a problem.
You could modify the collision properties of the units so that they could walk through each other. This would fix the pathing issue that the units want to walk around rather than into each other. Now you can use the "Unit Enters/Leaves Range Of Unit" event in a trigger, as suggested by Bump, and order the units to do what you want.
Edit:
As for the blink command, it should look something like this:
(The unit triggering the event will blink 5 range in the direction it's currently facing. Assuming of course that the unit has the Blink ability and it's not on cooldown.)
Is this like a TD, where it's supposed to stop and attack when there is no possible route to the destination, or do you want the unit to try to move straight (birds path) towards the destination and stop to attack when something blocks him?
Basically, you should only have to check two things.
1. That the distance between the units does not exceed the max sight range.
2. That the "Lookers" facing angle does not differ too much from the angle between the two units.
I'm unsure if "Distance Between Points" takes the Z axis into account. Also, this obviously won't take into account any obstacles that may block true LOS, such as cliffs, trees, etc. I don't know what kind of map you're making, but the Z axis shouldn't matter that much anyway?
The Angle comparison should be simple enough, except that it has to know that 359 and 0 are only 1 degree apart. I kind of got bored with the problem before managing to figure out a smart way to detect these cases (sorry :-). Also, while testing, I found out that the units facing does not return 0 -> 359,9999... but -179,9999... -> 180. I haven't tested if "Angle Between Points" use the same range, but I would assume it does.
So, modify the angle check to detect the special cases and this should work.
Hmm, yeah. This can't really be avoided I think since you have to check the condition for something that doesn't exist in one of the event cases.
You're probably better of making two different triggers and use a custom action (or run a third trigger, but that's the "ugly" way to do it from a programmers point of view).
I think he wants to create a hole, using cliff levels, for the "footprints" of the king kong robot.
...and no, as far as I know.. don't think it's possible either.
A work around... maybe. Since it's a cinematic and I assume it's the same each time. Maybe you could create the holes with the map, and cover them with map textured doodads.
This would work assuming "(Used dialog item) == No Dialog Item" returns true when you press "1".
(I can't seem to find "Used Dialog Button", but whatever. I'll assume I'm blind or you used the wrong term, doesn't really matter.)
You can find it under "Behavior - Behaviors+" add "Critter Wander".
But if you want any sort of control over how the unit flees (it will run away even if you just move near him with the wander behavior), you should make a trigger that orders the unit around when hit.
He asked how to find the things since he couldn't find it. So I pasted exactly how it wold look. Your text was an approximate of how it would look. Good enough for some, but since he asked again after, I elaborated.
Hopefully one of our detailed explanations will work for him now. :-)
0
Hmm... tough one. Maybe the function "Name of Player" could do what you want?
Seriously.. at least try to look before you ask.
0
I'd use Arrays and/or Records to store the different values. Easier to see what's what. Something like this:
0
I'd say it's very possible. But you would have to custom make pretty much everything from scratch.
I'd start out by making a new unit, the hatchery or what you want it to look like. Customize the command panel with new buttons (like the limited weapons / ammo used by Raynor on the secret mission), that show the currently available goods. Set up two or three cities and start making the triggers that will control everything. Set up (random?) initial supply and cost for everything at each city. Make some trigger that checks for the highest price of each good, send units between the cities carrying the goods (transport units with custom made cargo units maybe).. etc. etc. etc.
There are so many things to do, you'll just have to start somewhere and work out each thing at a time as it comes up.
0
Once you get the hang of it, what you asked actually is very simple. Hope this is enough to get you started to figure out how the trigger editor works.
(When you find the Data Editor, we'll be here... :-)
Issue orders, (Any Unit, In Region 1) to attack region 2.
Issue orders, (Any Unit, Owned by player 1), to attack, region 2.
If Player 1 number of units = 0, Create units for player 1 at region 1.
If player 1 number of units in region 1 < player 2 number of units in region 1, then set switch 1 to on.
If any unit owned by player 1 dies, then toggle switch 1.
If any unit in region 1 dies, set counter 1 to -1
Kill all units in entire map.
0
Dunno, I haven't gotten to the publish phase of my maps yet, but I doubt you have to set up some triggers to make the score screen work. More likely, you have something else somewhere in your map that mess it up.
0
Do you need the score screen at the end? In my experience it doesn't really tell you anything useful anyway unless you were playing a normal melee map. Try "Don't Show Score screen" and see if it still gives you an error.
Just guessing here, but what if you change "All Players" to "Active Players"? If you try to end the game for a player that doesn't play... might be a problem.
0
No, noone will be able to help you unless you either provide the map for us to look at or describe pretty much everything you did.
0
You could modify the collision properties of the units so that they could walk through each other. This would fix the pathing issue that the units want to walk around rather than into each other. Now you can use the "Unit Enters/Leaves Range Of Unit" event in a trigger, as suggested by Bump, and order the units to do what you want.
Edit:
As for the blink command, it should look something like this:
(The unit triggering the event will blink 5 range in the direction it's currently facing. Assuming of course that the unit has the Blink ability and it's not on cooldown.)
0
Is this like a TD, where it's supposed to stop and attack when there is no possible route to the destination, or do you want the unit to try to move straight (birds path) towards the destination and stop to attack when something blocks him?
0
Basically, you should only have to check two things.
1. That the distance between the units does not exceed the max sight range.
2. That the "Lookers" facing angle does not differ too much from the angle between the two units.
I'm unsure if "Distance Between Points" takes the Z axis into account. Also, this obviously won't take into account any obstacles that may block true LOS, such as cliffs, trees, etc. I don't know what kind of map you're making, but the Z axis shouldn't matter that much anyway?
The Angle comparison should be simple enough, except that it has to know that 359 and 0 are only 1 degree apart. I kind of got bored with the problem before managing to figure out a smart way to detect these cases (sorry :-). Also, while testing, I found out that the units facing does not return 0 -> 359,9999... but -179,9999... -> 180. I haven't tested if "Angle Between Points" use the same range, but I would assume it does.
So, modify the angle check to detect the special cases and this should work.
0
Hmm, yeah. This can't really be avoided I think since you have to check the condition for something that doesn't exist in one of the event cases.
You're probably better of making two different triggers and use a custom action (or run a third trigger, but that's the "ugly" way to do it from a programmers point of view).
0
I think he wants to create a hole, using cliff levels, for the "footprints" of the king kong robot.
...and no, as far as I know.. don't think it's possible either.
A work around... maybe. Since it's a cinematic and I assume it's the same each time. Maybe you could create the holes with the map, and cover them with map textured doodads.
0
This would work assuming "(Used dialog item) == No Dialog Item" returns true when you press "1".
(I can't seem to find "Used Dialog Button", but whatever. I'll assume I'm blind or you used the wrong term, doesn't really matter.)
0
You can find it under "Behavior - Behaviors+" add "Critter Wander".
But if you want any sort of control over how the unit flees (it will run away even if you just move near him with the wander behavior), you should make a trigger that orders the unit around when hit.
0
@Anthius: Go
He asked how to find the things since he couldn't find it. So I pasted exactly how it wold look. Your text was an approximate of how it would look. Good enough for some, but since he asked again after, I elaborated.
Hopefully one of our detailed explanations will work for him now. :-)