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    posted a message on Player Placement/Teams

    I currently have a custom game where players 1-4 (team 1)are on a team on one side of the the map and players 5-8 (team 2) are on a team on the other side. Player 4 is a computer allied with team 1 and player 8 is a computer allied with team 2. I have towers and units that are player 4s and player 8s.

    I have triggers allying all the players on team 1 with each other and all the players on team 2 with each other. I also have triggers to set the colors of each player. I'm not sure how to make it so that player 4 and player 8 will always be set as the computer players, so when ppl randomly join the lobby they won't become player 4 or 8. I also don't need any starting locations, since it is a custom game with bases already built (unless they are needed for it to work).

    Is it best to do this by triggers or game variants? And how would I go about accomplishing it by one of those means?

    Thanks

    Posted in: Miscellaneous Development
  • 0

    posted a message on Upgrade Requirements

    @SBeier:

    I accidentally called building 2s ability an upgrade. It's actually a morph ability (like lair -> hive). How does that change it? Is it just "Count Ability" for building 2 rather than "count upgrade"

    Also I want the building 2 upgrade to show up before building 1s upgrade is done, just be grayed out.

    EDIT:
    Removing the "show" from upgrade 2 requirements made it work out.
    Thanks for the help!

    Posted in: Data
  • 0

    posted a message on Upgrade Requirements

    I currently have an upgrade on a building called (just to keep it simple) "Building 1". In "Building 2" I have another upgrade ability. "Building 2s" upgrade ability has the requirement that "Building 1s" upgrade ability is researched and completed first. I need building 1s upgrade to be a 1 time use.

    Under "Requirements +" for my "Have Upgrade From Building 1" requirement I currently have it as such (I'm pretty sure this is the area the issue is stemming from):

    Use
         Count Upgrade (Upgrade from building 1) Completed
    Show
          Equals
               Count Upgrade (Upgrade from building 1) Queued or Better
               Constant 0

    As it is currently, Building 2s upgrade shows that it needs the requirement and cannot be used initially (which is how I want it). When I use the upgrade from building 1, instead of that upgrade icon disappearing, the upgrade icon in building 2 disappears. I had it working before where neither of the abilities disappear after use, but buildings 1 upgrade could be used and queued infinitely.

    Thanks

    Posted in: Data
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