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    posted a message on Plan H (Single Player Comedy)

    Hey guys, check out my comedic map, Plan H. I hate to say too much, because I don't want to ruin any jokes, but do know that choosing different difficulties sets you on different paths. There's also multiple endings (about 6ish or so).

    Be sure to turn volume on as well as there is some fantastic voice acting :P

    Teaser Trailer below!

    Embed Removed: https://www.youtube.com/v/j1xBOnkMuKM?fs=1
    Posted in: Map Feedback
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    posted a message on Base Buildings spawning in bad locations

    Might just be because you're using the option "ignore placement". If you get rid of that, then it won't spawn inside of stuff like minerals. Not sure what kind of hills you're talking about, but it shouldn't spawn on that lowest elevation area, where no one is able to walk.

    Posted in: Triggers
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    posted a message on Zerg Drop Pods Spawn Rate

    @Hockleberry: Go

    This is what it looks like in my Stukov - Man or Monster map.

    Creep Spread
        Events
            Timer - Every 15.0 seconds of Real Time
        Local Variables
        Conditions
        Actions
            General - Pick each integer from 0 to 137, and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Creep is present at Creep Spread[(Picked integer)].Creep Point) == True
                            Or
                                Conditions
                                    (Creep Spread[(Picked integer)].Creep Tumor is alive) == False
                                    Creep Spread[(Picked integer)].Creep Tumor == No Unit
                        Then
                            Variable - Set Tumor # = (Picked integer)
                            Trigger - Run Creep Spread - Make the Tumors  (Check Conditions, Don't Wait until it finishes)
                            General - Wait 0.01 Game Time seconds
                        Else
    
    
    Creep Spread - Make the Tumors
        Events
        Local Variables
            Local Creep Tumor # = Tumor # <Integer>
        Conditions
        Actions
            Campaign - Create Zerg drop pod at Creep Spread[Local Creep Tumor #].Creep Point with (Last created units) (Wait until it finishes)
            Unit - Create 1 Creep Tumor (Burrowed) for player 3 at Creep Spread[Local Creep Tumor #].Creep Point using default facing (No Options)
            Variable - Set Creep Spread[Local Creep Tumor #].Creep Tumor = (Last created unit)
    

    I have all my creep tumors in a array record which records the unit itself, and their intended position. The Tumor # is a global variable that let's the second trigger know which creep tumor is being made via drop pod. I imagine a function version would be similar, but again, I haven't tried it out yet.

    Posted in: Triggers
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    posted a message on Zerg Drop Pods Spawn Rate

    I encountered this problem awhile back. I imagine your problem is that you're using them in a loop, or there's just a bunch of them together in a single trigger.

    The problem is because they have that wait option to them. So if you have one after the other, each one has to wait for the previous one to finish. And if I remember right, most things wouldn't spawn correctly with drop pods if you didn't use the wait option.

    Anyways, on to the solution. What I did was have one trigger that would coordinate the drop location and all that and update a global variable. That same trigger would use a run trigger action to run a trigger that did the actual drop pod action itself. I did a tiny wait action delay (like .01 seconds) within the first trigger just to be sure the second one would be able to grab the correct global variable (as soon as it would run, I'd have the second trigger grab the global variable and store it in it's own local variable).

    After seeing another recent post in this forum ("Function settings"), however, I'm thinking there is probably a simpler way to do use via a thread function. The next time I use drop pods, I'll probably try it out.

    Posted in: Triggers
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    posted a message on Function settings

    Oh, that's very cool to know about. In maps in the past I would create a seperate trigger with no event, and use the run trigger action. Ussually some variable needed referencing, so had to do global variables.

    This gets me wondering, are local variables in custom functions much like the ones in triggers? Where they won't be referenced by things outside the action? Specifically for instance, let's say I had a loop that picked all of player 1 units, marked them red, then killed them 10 seconds later. Could I do something like:

    Actions:
    Loop action (picking all the units)
    custom function - make picked unit red, wait 10 seconds, kill unit
    

    I realize with something like that situation, I could set it up several other ways. I'm simply wondering about how local variables work in custom actions. Basically I'm hoping that the 1st loops picked unit won't have any affect on subsequent loops because of the wait action.

    Posted in: Triggers
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    posted a message on Awesome kickstarter

    Eh, personally I'm not that into micromanagement. The whole designing the car stuff would be boring to me.

    Posted in: Off-Topic
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    posted a message on AI-Player to build structures in certain points or regions

    Did you use the action to initialize the AI? Start melee/campaign AI.

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions

    @StarNooBCraft: Go

    Huh, quite interesting. So does that bully trigger make them build a unit as a person would? By which I mean, select a worker, and build it if enough resources are available (probably saving up til they have enough).

    Posted in: Triggers
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    posted a message on Question on Rescue Triggers

    I'm not 100% sure on this, but I once heard someone say you can't use functions in events. So maybe just create a region around the rescuable unit, and use that instead.

    Posted in: Triggers
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    posted a message on Confused about working with timers

    Yea, triggers are fun, but there's definitely a lot of trial and error :)

    One lesson I learned somewhat early on was that everything is executed in order (Actions in a trigger, and also if you have two triggers with the same event, then the one higher up on the list goes first). I put a 'turn trigger off' action after a wait action, instead of at the very beginning and ended up with a trigger going 10 or so times when I only wanted it to play once xP (So many nydus worms, haha)

    Posted in: Triggers
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    posted a message on Modify a Unit's Range, Health, & Attack Priority (with Triggers)

    With damage stuff you can use the "catalog" triggers. But I've never tried to figure out how to use an equation with them. Some people will just use the set handicap trigger to set increased difficulty over time, as it affects many things.

    Posted in: Triggers
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    posted a message on Confused about working with timers

    I'm not 100% clear on your problem. I think it's your really long named trigger, right?

    If so, I'm pretty sure the problem with that is that a while loop is active while the conditions are true, then it turns off for good. So your conditions were already bad when they were first checked. (The missions time was 25 which was under the 60 game time condition.)

    I changed that trigger around a bit, and it seems to be working. A while loop would probably still work with the way I changed the event, but I'm kind of used to using if then statements within repeated loops.

    Posted in: Triggers
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    posted a message on What would you like to see out of an Arcade website?

    A whole lot more categories for the genre of map than what the arcade currently has. I've been wanting a category for single player/mission style for quite some time xP

    Posted in: General Chat
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    posted a message on What's your current project?

    Currently looking forward to the new patch, which I heard is supposed to allow you to make mods that players can then apply to any map of their choice. I want to make a modified version of my 'Nydus Mastermind' map in mod form that would work with any map. Making the mods will probably be the same as how mods are currently made, but I feel like waiting to make sure. Don't really wanna repeat any of the tedious work xP.

    Also thinking I might make a separate game mode for it where a player will essentially be able to create their own balance patch for it, and play it with others. Will be my first go working with banks. Don't think they'll be any need for me to try and hide stuff with protection stuffs, since it'll be meant to let the player edit most custom resource costs n stuff.

    Posted in: General Chat
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    posted a message on Correct Player Spawning/No Spawning

    Are you using custom triggers, or just the regular melee triggers? A good way to spawn stuff only for the players in game is to use the pick each player action, then choose active players.

    Posted in: Triggers
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