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    posted a message on How do I make a unit not spawn if the player is not playing?
    Quote from Anthius: Go

    I would do a couple things to clean up and fix your code...

    Variable(type:Region, array[4]):RegionArrayPlayerStartingPoint = (Stick your 4 player regions in here) Actions Pick Each Player in Player Group (Active Players) Spawn a defender at RegionArrayPlayerStartingPoint[(arithmetic: Picked Player - 1)] Switch (Number of Players in Player Group (Active Players)) Case (1) Set up what ever sort of stuff you want for one player Case(2) Set up what ever sort of stuff you want for two players Case(3) etc... Default Debug Msg("ERROR, Invalid number of Players",blah, blah)

    Dammit, I'm so close, I can taste it. Your instructions are clean and easy to read, but I don't understand a few things. For one thing, how do I "stick my 4 player regions" in the variable? It's only letting me put one in. Are you saying I should make 4 of these with each player spawn region?

    Also, I can't seem to get the arithmitic to work for Pick Each Player in Player Group. I'm not getting the option for that. I just need a tiny bit more help! Thanks! :D

    Posted in: Miscellaneous Development
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    posted a message on How do I make a unit not spawn if the player is not playing?

    @BasicGear: Go

    @BasicGear: Go

    Thanks for the response, but now I'm even more confused. I added a new action to melee initialization: EDIT: I FIGURED THAT PROBLEM OUT: I was selecting ALL players instead of ACTIVE players, so it spawned the default player count of 16. Stupid mistake.

    Also, I have absolutely no idea what you're talking about when you say "case element"

    My spawn points are fixed, by the way. It is a 4 player game where every player has a predesignated spawning spot where one defender unit appears.

    Posted in: Miscellaneous Development
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    posted a message on How do I make a unit not spawn if the player is not playing?

    I'm using the "Unit-Create" create command 4 different times for 4 different players, since I am making a 4 person multiplayer map. The idea here is I want the difficulty to ramp up (AKA, more units in waves) depending on how many people are playing. I've got a variable system set up, but I just want to make sure that the unit-create code isn't making units for players that arent playing. plz help, thanks.

    Here's the basic script I'm using:

    Variable

    Difficulty = No Camera Object <Integer>

    Melee Initialization Events Game - Map initialization Actions Unit - Create 1 Defender for player 1 at Player 1 spawn using point facing (No Options) Unit - Create 1 Defender for player 2 at Player 2 spawn using point facing (No Options) Unit - Create 1 Defender for player 3 at Player 3 spawn using point facing (No Options) Unit - Create 1 Defender for player 4 at Player 4 spawn using point facing (No Options)

    Player 1 Difficulty Check Events Unit - Any Unit Enters (Entire map) Local Variables Conditions (Owner of (Triggering unit)) == 1 Actions Variable - Modify Difficulty: + 1

    Player 2 Difficulty Check Events Unit - Any Unit Enters (Entire map) Conditions (Owner of (Triggering unit)) == 2 Actions Variable - Modify Difficulty: + 1

    Player 3 Difficulty Check Events Unit - Any Unit Enters (Entire map) Conditions (Owner of (Triggering unit)) == 3 Actions Variable - Modify Difficulty: + 1

    Player 4 Difficulty Check Events Unit - Any Unit Enters (Entire map) Conditions (Owner of (Triggering unit)) == 4 Actions Variable - Modify Difficulty: + 1

    Difficulty System Actions General - If (Conditions) then do (Actions) else do (Actions) If Difficulty == 1 Then Trigger - Run Trigger (Ignore Conditions, Don't Wait until it finishes)

    Difficulty System 2 Actions General - If (Conditions) then do (Actions) else do (Actions) If Difficulty == 2 Then Trigger - Run Trigger (Ignore Conditions, Don't Wait until it finishes)

    Difficulty System 3 Actions General - If (Conditions) then do (Actions) else do (Actions) If Difficulty == 3 Then Trigger - Run Trigger (Ignore Conditions, Don't Wait until it finishes)

    Difficulty System 4 Actions General - If (Conditions) then do (Actions) else do (Actions) If Difficulty == 4 Then Trigger - Run Trigger (Ignore Conditions, Don't Wait until it finishes)

    Then I've got 4 different triggers, each one corresponding with an attack wave, for example: first one sends a wave of 1 unit, next one 2, ect.

    Also, if I'm playing with 4 people, it adds up the enemy units like this: 1+2+3+4 and then it send that number to attack.

    There's probably an easier way to do this, but I'm a programming NEWB. :D

    Posted in: Miscellaneous Development
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    posted a message on Need help creating triggered nuke explosion

    Thanks for the help, guys. 9_9 I figured it out myself.

    Posted in: Triggers
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    posted a message on Need help creating triggered nuke explosion

    @RedTsunami: Go

    help bump.

    Posted in: Triggers
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    posted a message on Need help creating triggered nuke explosion

    Okay, so I want to get a nuke explosion. I tried "Create Actor - Ghost Nuke Explode - at point", except I get an error message that says: "Cannot create Actor".

    It is triggered by an enemy unit getting within proximity of a friendly building. I don't want it to be triggered by a ghost, I just want it to be automatic.

    THANKXXXXXXZZZZZZZ :3

    Posted in: Triggers
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