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    posted a message on Repair's cost being paid by Allies.

    Repair costs are paid by the player issuing the repair orders to SCVs and not the owner of the SCV/building. I have a map where multiple players share control of one player's units. For various reasons I do not want to give all the players money. I only want the one player who has ownership of the units to have money. Currently, allies cannot instruct the SCVs they control to repair. They cannot instruct the SCVs to repair because the player issuing the order has no money.

    I am new to the data editor. I could not figure out how to do this myself. How can I change how repair works so the payment is made by the owner of the SCV? If I cannot do this, are there any alternative possibilities for me to allow allies without money to repair?

    Posted in: Data
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    posted a message on Team Melee - Making it perfect.

    I've identified the problem with repair but I do not know how to make it work for this map. Repair uses the money of the player issuing the orders and not the owner of the unit. Since the players in this game have no money they can't have SCVs autorepair. Only the computer with no AI has money.

    I don't know how to use the data editor to change repair or know if this is possible. Essentially, I want allies to be able to use repair and have the money come out of the unit owner's pockets.

    Posted in: Map Suggestions/Requests
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    posted a message on Team Melee - Making it perfect.
    Quote from scmapcritic: Go

    I had some of the same issues for Hive Mind Melee, which is effectively what you are describing here. The repair being a major one.

    You can look at the map though, maybe it can help you out, it is unlocked.

    You can also download it here from sc2mapster, click the maps link under my name.

    I checked out your map and the concepts are very similar. I didn't get to play your map but I did look at it in the map editor. This has been very helpful. You have some great ideas that I plan on borrowing (stealing).

    Quote from Mozared: Go

    I'm not 100% sure what you're trying to accomplish (when I opened the thread I thought it would be a playstyle of 1v1 with 2 players on each team, one controlling the structures and macro'ing and the other purely micro'ing and controlling the units, but it seems a little different?), but the repair should be easy to work around by modifying it in the data editor. You could if needed create a completely new ability that is basically the same as repair but works on allies and all that jazz.

    Team Melee is a map mode from the original Starcraft. The concept is like Micro/Macro except it can be however many players and they can do whatever they want with one player's units. If three want to micro and one wants to macro that's fine. If all want to macro that's fine. etc. etc. I'll have to check out repair in the data editor.

    I'm a newbie at this map editor thing. I also don't put forth too much time into it. However I do plod along and slowly get things done :) I'm open to any help or any places someone wants to fill in gaps where things need to be accomplished or things should be changed. Here is an updated list of what could and should be updated/changed.

    1) Format of identifying "Team Captains". I use computers so in the lobby a team knows which player to set to choose their starting race. Also, I believe my system can handle players dropping in the middle of the game. I believe scmapcritic's Hive Mind might have trouble handling the team captain dropping. He also wants to setup voting to determine the starting race for each team. I think using a computer avoids drop issues. However, sometimes my system fails to properly identify the computer Captain. I'm looking for a better way to identify the computer player on each team.

    2) Repair Mozared mentions I can correct this via the data editor. I haven't used the data editor before but I'll give it a look.

    3) Idle Workers scmapcritic's Hive Mind map has some code that pertains to Idle Workers. I'll be trying that out!

    4) Warp Gates scmapcritic's map also has comments that Warp Gates don't have their own button. I forgot all about that! A dialog will have to be setup for Warp Gates.

    5) Multi-race starting workers. I haven't bothered work on this yet. I think I can handle it. I simply haven't gotten around to doing it.

    I think scmapcritic has handled Idle Workers. I'll be slowly trying to accomplish the other things. If anyone easily does one and shows me how I would be appreciative and throw it in the map.

    Posted in: Map Suggestions/Requests
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    posted a message on Team Melee - Making it perfect.

    I've updated the original post. I've gotten pretty far with the map but a few things left I can't figure out after a month of trying.

    Posted in: Map Suggestions/Requests
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    posted a message on Victory and Defeat Conditions.
    Quote from TheAlmaity: Go

    First, i guess the AI player you use is allied to someone (i.e. you with shared control) that has a building/can't lose? Remove the alliance and it should be defeated.

    Second, use some variables and other triggers or something else to find out when a player is defeated (Like for example "Any unit dies" and the condition "Number of units in unit group(Units in entire map owned by (triggering player) matching (Required: Structure, Excluded: Dead, Missile, [all defaults]) == 0)", and then make everyone lose.)

    I'm somewhat confident I don't have extra units or structures being created. There are some questions and issues about why it works when enemy buildings die but not when you kill your own. However, I think this question isn't really important to making my map work.

    I am trying to follow your suggestions for the second part but I don't know the proper syntax/way to do it. I use the GUI because it is quite easy and simple. I can use the Galaxy language if needed. Here was my attempt to test something...

    Victory
        Events
            TriggerAddEventUnitDied(null)
        Local Variables
        Conditions
        Actions
            IfThenElse()
                if
                    Or()
                        cond
                            Comparison((UnitGroupCount((UnitGroup(null, team2Captain, (RegionEntireMap()), Required: Structure; Excluded: Missile, Dead, Hidden, 0)), c_unitCountAlive)), ==, 0)
                    Comparison((UnitGroupCount((UnitGroup(null, team1Captain, (RegionEntireMap()), Required: Structure; Excluded: Missile, Dead, Hidden, 0)), c_unitCountAlive)), ==, 0)
                then
                    UIDisplayMessage((PlayerGroupAll()), c_messageAreaSubtitle, "Hello")
                else
                    UIDisplayMessage((PlayerGroupAll()), c_messageAreaSubtitle, "Not Hello")
    

    I thought this code would cause the word "Hello" to appear on every player's screen when the last building was destroyed. I didn't quite understand what I was supposed to select in places. I think if I can figure this out then I can figure out the rest. It successfully displays "Not Hello" when anything, including buildings, are destroyed.

    Posted in: Triggers
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    posted a message on Victory and Defeat Conditions.

    Victory and Defeat conditions don't quite work in my Team Melee map. When one player defeats or kills another things work fine. If one team kills the other team's buildings that player is considered defeated. However, when killing one's own starting building that player isn't considered defeated. For example, if have the place-holder computer with no AI have all his SCVs attack his command center and destroy it that computer isn't considered defeated. That computer WILL be revealed. In contrast, if I take those same SCVs and attack the enemy's buildings the game will declare the enemy computer defeated. I cannot explain this behavior.

            MeleeSetOption(team1Captain, c_meleeOptionDefeat, true)
            MeleeSetOption(team1Captain, c_meleeOptionVictory, true)
            MeleeSetOption(team1Captain, c_meleeOptionReveal, true)
            MeleeSetOption(team2Captain, c_meleeOptionDefeat, true)
            MeleeSetOption(team2Captain, c_meleeOptionVictory, true)
            MeleeSetOption(team2Captain, c_meleeOptionReveal, true)
    

    Also, I would like to create victory and defeat conditions based on one's allies. I would like all players on a team to win/lose if one specific ally on their team wins/loses. I am unsure how to set this up. I could not find an appropriate event.

    If team2Captain = Victorious Then allies of Team2Captain = Victorious If team2Captain = Defeated Then allies of Team2Captain = Defeated

    Any ideas on how I could set this up?

    Posted in: Triggers
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    posted a message on Team Melee - Making it perfect.

    Post deleted because I fixed this section of code that wasn't working.

    Posted in: Map Suggestions/Requests
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    posted a message on Team Melee - Making it perfect.

    Team Melee. Two or more players control one players units. From Brood War.

    I am working on making Team Melee for SC2. I have gotten as far as I can on my own. I am unable to complete it and make it perfect. I am asking for help. I don't care if you steal all my work and claim it as your own. My only goal is that Team Melee can be available on nearly every SC2 map and that Team Melee is awesome.

    I have made and uploaded Team Melee on Xel'Naga caverns on the NA server. You can find the map by searching for "Teammelee" all one word. "Xel'Naga Caverns Team Melee" is the map I have created. You will notice there are other Team melee maps. I believe these all have some flaws.

    Instructions: 1) North American server. Custom Map. Search for "Teammelee" all one word. "Xel'Naga Caverns Team Melee" by Smurphy is the map you want. 2) The computer on each team is the "team captain" and the computer's race is that team's starting race. 3) Each player's race only controls the voice and UI in the game. It has no other effect. 4) No computer AI exists. I don't know what extra computers do. I do know that they don't move the units.

    Flaws: 1) Repair for Terrans doesn't seem to work. Can't turn on auto-repair nor repair damage structures by right clicking on them with an SCV. 2) Sometimes the game doesn't properly identify the computer team captain and bad things happen. 3) Multi-Race doesn't exist. 4) Your own race doesn't matchup with your Team's starting race. I don't think there is anything that can be done about this besides saying "Pick the race of your computer". I don't think this one is worth fixing. 5) The resource counter doesn't display the race visuals.

    If you can help me correct any of these flaws and make Team Melee perfect I would be most appreciative. I am willing to do the grunt work of slapping on the code to all the maps once it is down-pat.

    Posted in: Map Suggestions/Requests
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