Lots on the plate but I'd be interested in seeing most of it as far as in game cinematics there's a good (albeit lengthy) explination done up here:
A good chunk of what you're asking under mapping can be done with the trigger editor for instance you could set up a trigger to continually produce from all barracks and pool the produced unit in a region when X Y Z amount of various troops arive send them on a patrol path or suicide mission into the enemy base etc etc.
In general implementing upgrades for players isn't too hard either you could probably do something like when Player 1 gains X upgrade trigger it to give it to all active allies etc
The custom display of pre-rendered video isn't really hard either, you could use in game cinematics and just record it, take some video editing software out, wrap it up in a nice GUI
Although I kind of like the idea to make them enemies and use acquiring targets could be a touch dangerous too, I'll have to try out the second method tho although I'm not quite sure how to build it it looks possible. I'll have to test it out when I'm more awake tho. XD Thanks! I know I've spent a good chunk of my time racking my brain before coming here <.<
The problem with setting them to neutral or anything like that isn't that their ally settings are hard to manipulate I just can't get a trigger to fire when ANY random infantry unit comes in range of ANY other infantry unit controlled by the other player. Setting up a unit with an useable ability might work but it seems kind of odd for cooperative play.
I could set it up to be specific units easily but that creates other problems all its own. XD
Yeah I just tested it out and the previous version with a little more robust checking and its not functioning, oh well I guess. Maybe the timer even could work tho, something better than nothing! Thanks everyone!
I've got a map with a black mask for a two player co-op small squad tactical. Effectively the second player has been sent to rescue the first player's squad and complete their objectives.
Key Points:
-I'd like the players to NOT start with allied vision so they have to find each other.
-I'd like to trigger it so that when they're within each other's sight radius (or a short distance 3, whatever works) it then grants them permanent allied vision
-The Human players are 1 and 2
I've tried a few implementations trying to get it to function and I can't get the trigger to fire. I'm not super experienced with the Galaxy Editor and maybe I'm just dumb but this is what I came up with at current:
Events -
Unit - Any Unit Enters a distance of 3.0 from (Unit(Any Unit))
Local Variables -
Conditions -
(Owner of (Triggering Unit)) == 2
Actions -
Unit Group - Pick each unit in (Any units in (Region((Position of Triggering unit)), 3.0)) owned by player 1 matching Excluded: Missle, 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)) == 1
Then
Player - Make all players in (Active Players) treat each other as Ally with Shared Vision
Trigger - Turn (Current Trigger) Off
Else
0
@Nephian: Go
Lots on the plate but I'd be interested in seeing most of it as far as in game cinematics there's a good (albeit lengthy) explination done up here: A good chunk of what you're asking under mapping can be done with the trigger editor for instance you could set up a trigger to continually produce from all barracks and pool the produced unit in a region when X Y Z amount of various troops arive send them on a patrol path or suicide mission into the enemy base etc etc. In general implementing upgrades for players isn't too hard either you could probably do something like when Player 1 gains X upgrade trigger it to give it to all active allies etc The custom display of pre-rendered video isn't really hard either, you could use in game cinematics and just record it, take some video editing software out, wrap it up in a nice GUI
0
@PurpleFantum: Go
Although I kind of like the idea to make them enemies and use acquiring targets could be a touch dangerous too, I'll have to try out the second method tho although I'm not quite sure how to build it it looks possible. I'll have to test it out when I'm more awake tho. XD Thanks! I know I've spent a good chunk of my time racking my brain before coming here <.<
0
@PurpleFantum: Go
The problem with setting them to neutral or anything like that isn't that their ally settings are hard to manipulate I just can't get a trigger to fire when ANY random infantry unit comes in range of ANY other infantry unit controlled by the other player. Setting up a unit with an useable ability might work but it seems kind of odd for cooperative play.
I could set it up to be specific units easily but that creates other problems all its own. XD
0
@Thenarden: Go
Yeah I just tested it out and the previous version with a little more robust checking and its not functioning, oh well I guess. Maybe the timer even could work tho, something better than nothing! Thanks everyone!
0
@zeldarules28: Go
Thanks I'll test it out now! I should have mentioned I did have allied vision turned off at initialization already too but checking if this works! brb
0
I've got a map with a black mask for a two player co-op small squad tactical. Effectively the second player has been sent to rescue the first player's squad and complete their objectives.
Key Points:
-I'd like the players to NOT start with allied vision so they have to find each other.
-I'd like to trigger it so that when they're within each other's sight radius (or a short distance 3, whatever works) it then grants them permanent allied vision
-The Human players are 1 and 2
I've tried a few implementations trying to get it to function and I can't get the trigger to fire. I'm not super experienced with the Galaxy Editor and maybe I'm just dumb but this is what I came up with at current:
Events -
Unit - Any Unit Enters a distance of 3.0 from (Unit(Any Unit))
Local Variables -
Conditions -
(Owner of (Triggering Unit)) == 2
Actions -
Unit Group - Pick each unit in (Any units in (Region((Position of Triggering unit)), 3.0)) owned by player 1 matching Excluded: Missle, 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)) == 1
Then
Player - Make all players in (Active Players) treat each other as Ally with Shared Vision
Trigger - Turn (Current Trigger) Off
Else