Yeah, it's sad. I've been avoiding that too, only opened it in editor to see if it's a steal or not, and well, it's definitely a steal and the only difference is map layout as I've said...
Yeah... I mean I first loaded maps on the editor, and every piece is the same (trigger wise). Then tried creating custom game. It still says "Red Circle TD" in everywhere... Jesus. I'm raged, and that is not my map even...
I recenlty saw a map on bnet EU which copies everything in Red Circle TD, and just changes the layout. How to report those things and so on? It's completely unfair to the original creator...
Uhm, don't know if I understood you right. Are you asking how to get it?
add Condition, click Comparison, double click Value 1. From Functions, select Unit type of Unit, leave it Triggering Unit, double click Value 2 on Comparison, select Values, find Mercenary compound
Events
Game - Map initialization
Unit - Any Unit Enters Healing Zone
Local Variables
Conditions
(Unit type of (Triggering unit)) == Hero
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Triggering unit) is in Healing Zone) == true
Then
Unit - Set (Triggering unit) Life Regeneration Rate to (((Unit type of (Triggering unit)) Life Maximum) / X)
Else
Unit - Set (Triggering unit) Life Regeneration Rate to ((Unit type of (Triggering unit)) Life Regen Rate)
Don't know if this is what you need. You specify a region, which I called Healing Zone. When any unit enters this zone, and passes the unit type check, as long as that unit stays in Healing Zone, he'll get a life regen of it's life maximum divided by X. Else statement should set its life regen back to normal values when they're not in the zone, although I don't know if it's necessary at all... I also add "Game - Map Initialization" to trigger, sometimes it does wonders and fixes triggers that you think they're broken, that might be unnecessary too.
Events
Game - Map initialization
Unit - Any Unit dies
Local Variables
Conditions
(Unit type of (Triggering unit)) == TYPE
Actions
Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
My skills are heavily focused on triggers, as I totally lack the skills to design maps, and I'm moderate at data editor - I prefer using triggers even though the very same thing can be achieved via data editor. Have been killing time by experimenting stuff on the trigger editor, trying to help people that are stuck in a piece of code, and so on. Previously, I've experimented on several Warcraft and Starcraft maps (notice "experimented" - as I was taking a look at other maps, and adding new stuff, fixing bugs, and playing it myself or with my friends, not publishing them like they were my own), and I think I'm skilled enough to do some good with triggers. Although, don't mix being skilled with being experienced, I'm surely not experienced enough to write everything on my own in a short time - given time, all can be achieved, but time is important aswell.
So, in short, I'd like to help projects. This can be a lone mapper that needs help on triggers, a team that require "another" programmer, or projects that need cleaning up (trigger wise)... anything that I can help with.
PM me if you're interested. Thank you! Keep up the good work :)
Where will the dead unit respawn? At the current location?
Other than that, this might work... However, local variables can mess up with texts and messages that you write (like, what's new, write "-hi" to send an e-mail to blizzard employees, etc... :P). Although, they're not necessary and you can swap them I assume.
Events
Game - Map initialization
Unit - Any Unit dies
Local Variables
Location = (Position of (Triggering unit)) <Point>
Respawnable = UNIT TYPE <Game Link - Unit>
Conditions
(Unit type of (Triggering unit)) == Respawnable
Actions
General - Wait X Game Time seconds
Unit - Create 1 Respawnable for player (Triggering player) at Location using default facing (No Options)
Try this, if this won't work, I think it'll be related to how I used the "wait" in actions. I'd prefer a general definition, like: "If-Wait-Then". Unit action might execute before general action. This should resurrect a unit-type which you'll specify in the variable, at the place he died after X game time seconds.
Your script confuses me a little bit. It's the "not equal" and so on, that messes my mind up, in any language... Inspecting your code now, meanwhile, can you take a look at below? I wonder if it would work with your map or not.
Events
Game - Map initialization
Player - Player Any Player leaves the game with Any
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of players in (Active Players)) == 1
Then
Game - End game in Victory for player (Player 1 from (Active Players)) (Show dialogs, Show score screen)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
(Number of players in (Active Players)) == 2
(Player (Player 1 from (Active Players)) treats player (Player 2 from (Active Players)) as Ally) == true
Then
Game - End game in Victory for player (Player 1 from (Active Players)) (Show dialogs, Show score screen)
Game - End game in Victory for player (Player 2 from (Active Players)) (Show dialogs, Show score screen)
Else
Lose condition was working with a simple event - "Game - Map initialization". Also changed Win condition but haven't tried it. Will take a look at new version soon.
By the way, you are trying to reach the conclusion with longer ways. Relax, take a minute to breath, and you'll see that there are many other shorter ways :)
Have you run the map? For example, on your right, (tips) you can look at some written stuff. Or on error box, there are messages appearing. When I define a local variable to that trigger in question, all those written stuff turns into Param/blahblahblah for example. I wonder why this happens, as I'm referring to a local variable, not even global... Editor bug? *edit: btw, variable is unit type, not string... I'm confused a little bit, going to try avoiding all kinds of variables from now on...*
And @HandLMaps, just add this to your trigger's event list:
Although, I have another question. When you add a local variable, all texts, messages etc... gets broken. Why? By the way, by adding a local variable, that trigger works... Like:
Local Variables
Objective = Defend Me! <Game Link - Unit>
Conditions
(Unit type of (Triggering unit)) == Objective
This works and when you lose your "Defend Me!" (Pylon) game ends. Although all other texts and messages gets broken as I've said.
0
Yeah, it's sad. I've been avoiding that too, only opened it in editor to see if it's a steal or not, and well, it's definitely a steal and the only difference is map layout as I've said...
0
Yeah... I mean I first loaded maps on the editor, and every piece is the same (trigger wise). Then tried creating custom game. It still says "Red Circle TD" in everywhere... Jesus. I'm raged, and that is not my map even...
0
I recenlty saw a map on bnet EU which copies everything in Red Circle TD, and just changes the layout. How to report those things and so on? It's completely unfair to the original creator...
0
Uhm, don't know if I understood you right. Are you asking how to get it?
add Condition, click Comparison, double click Value 1. From Functions, select Unit type of Unit, leave it Triggering Unit, double click Value 2 on Comparison, select Values, find Mercenary compound
Hope I understood you right :P
0
Events
Game - Map initialization
Unit - Any Unit Enters Healing Zone
Local Variables
Conditions
(Unit type of (Triggering unit)) == Hero
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Triggering unit) is in Healing Zone) == true
Then
Unit - Set (Triggering unit) Life Regeneration Rate to (((Unit type of (Triggering unit)) Life Maximum) / X)
Else
Unit - Set (Triggering unit) Life Regeneration Rate to ((Unit type of (Triggering unit)) Life Regen Rate)
Don't know if this is what you need. You specify a region, which I called Healing Zone. When any unit enters this zone, and passes the unit type check, as long as that unit stays in Healing Zone, he'll get a life regen of it's life maximum divided by X. Else statement should set its life regen back to normal values when they're not in the zone, although I don't know if it's necessary at all... I also add "Game - Map Initialization" to trigger, sometimes it does wonders and fixes triggers that you think they're broken, that might be unnecessary too.
0
Events
Game - Map initialization
Unit - Any Unit dies
Local Variables
Conditions
(Unit type of (Triggering unit)) == TYPE
Actions
Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
should be something like this...
0
My skills are heavily focused on triggers, as I totally lack the skills to design maps, and I'm moderate at data editor - I prefer using triggers even though the very same thing can be achieved via data editor. Have been killing time by experimenting stuff on the trigger editor, trying to help people that are stuck in a piece of code, and so on. Previously, I've experimented on several Warcraft and Starcraft maps (notice "experimented" - as I was taking a look at other maps, and adding new stuff, fixing bugs, and playing it myself or with my friends, not publishing them like they were my own), and I think I'm skilled enough to do some good with triggers. Although, don't mix being skilled with being experienced, I'm surely not experienced enough to write everything on my own in a short time - given time, all can be achieved, but time is important aswell.
So, in short, I'd like to help projects. This can be a lone mapper that needs help on triggers, a team that require "another" programmer, or projects that need cleaning up (trigger wise)... anything that I can help with.
PM me if you're interested. Thank you! Keep up the good work :)
0
It doesn't matter if I dig up an old topic or not, maybe it'll help some other people, no?
0
Where will the dead unit respawn? At the current location?
Other than that, this might work... However, local variables can mess up with texts and messages that you write (like, what's new, write "-hi" to send an e-mail to blizzard employees, etc... :P). Although, they're not necessary and you can swap them I assume.
Events
Game - Map initialization
Unit - Any Unit dies
Local Variables
Location = (Position of (Triggering unit)) <Point>
Respawnable = UNIT TYPE <Game Link - Unit>
Conditions
(Unit type of (Triggering unit)) == Respawnable
Actions
General - Wait X Game Time seconds
Unit - Create 1 Respawnable for player (Triggering player) at Location using default facing (No Options)
Try this, if this won't work, I think it'll be related to how I used the "wait" in actions. I'd prefer a general definition, like: "If-Wait-Then". Unit action might execute before general action. This should resurrect a unit-type which you'll specify in the variable, at the place he died after X game time seconds.
0
Your script confuses me a little bit. It's the "not equal" and so on, that messes my mind up, in any language... Inspecting your code now, meanwhile, can you take a look at below? I wonder if it would work with your map or not.
Events
Game - Map initialization
Player - Player Any Player leaves the game with Any
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of players in (Active Players)) == 1
Then
Game - End game in Victory for player (Player 1 from (Active Players)) (Show dialogs, Show score screen)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
(Number of players in (Active Players)) == 2
(Player (Player 1 from (Active Players)) treats player (Player 2 from (Active Players)) as Ally) == true
Then
Game - End game in Victory for player (Player 1 from (Active Players)) (Show dialogs, Show score screen)
Game - End game in Victory for player (Player 2 from (Active Players)) (Show dialogs, Show score screen)
Else
0
@HandLMaps: Go
Lose condition was working with a simple event - "Game - Map initialization". Also changed Win condition but haven't tried it. Will take a look at new version soon.
By the way, you are trying to reach the conclusion with longer ways. Relax, take a minute to breath, and you'll see that there are many other shorter ways :)
0
Have you run the map? For example, on your right, (tips) you can look at some written stuff. Or on error box, there are messages appearing. When I define a local variable to that trigger in question, all those written stuff turns into Param/blahblahblah for example. I wonder why this happens, as I'm referring to a local variable, not even global... Editor bug? *edit: btw, variable is unit type, not string... I'm confused a little bit, going to try avoiding all kinds of variables from now on...*
And @HandLMaps, just add this to your trigger's event list:
Game - Map initialization
Sometimes we look at the wrong things I think :P
0
Although, I have another question. When you add a local variable, all texts, messages etc... gets broken. Why? By the way, by adding a local variable, that trigger works... Like:
Local Variables
Objective = Defend Me! <Game Link - Unit>
Conditions
(Unit type of (Triggering unit)) == Objective
This works and when you lose your "Defend Me!" (Pylon) game ends. Although all other texts and messages gets broken as I've said.
0
Yeah, get rid of conditions and specifically identify the unit. Then copy-paste it and be sure that you change the specified unit with each paste.
edit: Just add "Game - Map initialization" to your trigger's event list.
0
boris | 364 - EU - willing to test maps, script checking included