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    posted a message on 2 Players - One base

    For the purpose of teaching a couple of mates the ropes in SC2, I wanted to put some triggers into a map which would allow 4 players to enter a game but with just 2 bases. So effectively its a 1vs1 but with player 1 and 2 controlling base one and player 3 and 4 controlling base 2.

    I have set up most of the triggers so far which accommodate this which include setting up meele options just for player 1 and 3, setting allies, shared vision and spending resources.

    I also set it so that when player 1 or 3 minerals or gas changes it reflects that amount on either player 2 or 4, so they can always see the amount they can spend.

    The part I'm having problems with is the supply, at the moment player 2 and 4's supply always stay static. I basically want them to always be the same as player 1 or 3's.

    I set up an event for "Player - Player 1 Supplies Used changes" but there are only actions to change player 2's supply limit, not there actual supply.

    Any ideas?

    Posted in: Triggers
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    posted a message on Black mask without fog of war

    I haven't tested this and you have probably tried it...

    but couldn't you just set it in the map properties to be black mask and then use a revealer trigger to disable the fog of war? would that just leave the black mask?

    As I say, I have never tried it so I dunno if it would work or not.

    Posted in: Miscellaneous Development
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    posted a message on Create units after player gets X amount of kills?

    @JeRDLe: Go

    You could also do it in a single trigger by using an "If, Then" statement to check the Death Count variable:

    Unit Dies
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 2
            (Owner of (Killing unit)) == 1
        Actions
            Variable - Modify Death Count: + 1
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Death Count == 25
                Then
                    Unit - Create 1 Marine for player 1 at (Center of (Entire map)) using default facing (No Options)
                Else
    

    So this says that each time player 1 kills a unit for player 2 add 1 to the Death Count. If the Death Count = 25 then spawn a Marine at the center of the map for player 1.

    Posted in: Triggers
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    posted a message on Publishing map problems...

    Ok, so I have found out it was because I added the campaign dependencies to the map. As soon as I removed that it publishes fine.

    Thing is removing that also removes a lot of my doodads... can I not use the campaign depenancies?

    Posted in: Miscellaneous Development
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    posted a message on Publishing map problems...

    @EternalWraith: Go

    Thanks for the reply. I have done a bit of searching around but haven't really got anywhere. Most people seem to get some sort of error when they try to upload, mine just goes nowhere with no error.

    I will have a bit more of a play about with the map and see what I can come up with. If anyone else has any ideas tho im all ears.

    Posted in: Miscellaneous Development
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    posted a message on Publishing map problems...

    I have a map which I am all of a sudden not able to publish.

    When I try it just says status - uploading but it sits on 0% and doesn't change. It's very similar to when you have firewall problems or something like that but in my case thats not the problem. I can publish any other maps no problem at all it's just this one map!

    I tried changing it to a different name so that it treated it as a new map starting at version 1.0 and that didn't help! The map is less than a megabyte big so that's not a problem. I only have 1 map published so it hasn't reached any limits!

    I have made a lot of changes since I last published it, so I don't know what I could revert to see if it fixes it.

    Are there any common causes of this or does anyone have any ideas?

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on White fog

    @SouLCarveRR: Go

    Thanks, after setting the triggers it now doesn't show up in the game.

    My only problem is it still shows up in the editor. I saw the map base hight was on 0, so I set that to 5 but that didn't seem to change anything.

    It's not the end of the world having the fog in there, but it does make it a bit easier when editing if I could remove it completely.

    Posted in: Miscellaneous Development
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    posted a message on White fog

    Thanks for the reply.

    So it actually is fog then? I have no idea as it just appeared. There must be some way to do it in the editor because thats where it shown up. I havent touched the data editor on this map...

    Is there no fog on, fog off options, or could it be something else?

    I thought I might have done something dodgy with the lighting, but its not that.

    Posted in: Miscellaneous Development
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    posted a message on White fog

    I just loaded up a map of mine in the terran editor and for some reason there is white fog over the whole map. It shows in game as well.

    This was never there before and I have no idea how to get rid of it...

    Here is a pic

    http://i53.tinypic.com/kd4jn8.jpg

    anyone know?

    Posted in: Miscellaneous Development
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    posted a message on Lighting not showing up

    Ah... you may be right actually. I was on Ultra... but I noticed sometimes in big multiplayer games I would get a bit of slow down, so I dropped it down to medium.

    I knew it had to be something simple! Thanks for the help guys, I will give it a go tonight.

    Posted in: Terrain
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    posted a message on Lighting not showing up

    When I create a new map, if I put down say floodlights, or omni lights they show up in the editor, but once the game is launched they aren't there anymore! (The flood lights are still there but nothing is lit up... the blubs have blown lol)

    Why is that?

    Thanks

    Posted in: Terrain
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    posted a message on Receive resources for killing a player

    I haven't got time to test this trigger right now as I'm popping out, but it basically says if player 1 loses a unit check to see if player 1 has any other units on the map, if not then give player 2 1000 minerals.

    If sure you can adjust it to your needs. Hope this helps

    Melee Initialization
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 1
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
                Then
                    Player - Modify player 2 Minerals: Add 1000
                Else
    
    Posted in: Triggers
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    posted a message on How do I add a trigger that plays a sound when a unit goes into a specific region?
    Play Sound
        Events
            Unit - Any Unit Enters Region 001
        Local Variables
        Conditions
        Actions
            Sound - Play Alert_ProtossBaseUnderAttack for (All players) (at 100.0% volume, skip the first 0.0 seconds)
    

    Obviously you can change the sound to which ever one you want.

    Posted in: Triggers
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    posted a message on Tell what region my unit is in.

    @BumpInTheNight: Go

    Thats the one! your a legend, thanks!

    Posted in: Miscellaneous Development
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    posted a message on Tell what region my unit is in.

    @BumpInTheNight: Go

    Thanks for the help

    I found units in region matching condition, as I have used that once or twice before. I can't get it to say number of living units = 0 though. I have seen other people using this condition:

    number of living units in a region with matching conditions Amount = x

    Posted in: Miscellaneous Development
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