changed the timer for the "wait for conditions" still no good I know it has to be with the "and" and "or" conditions. I have tryed so many different things so if say player 4 is not being used then players 1-3 that are playing. When they click the advance button it will return true in the conditions for player 4 since player 4 is unused (not active).
I didn't mean to confuse by mentioning private server. I just assumed private release indicates private server. Sorry for that. I didn't want to put an incomplete map on a public server because of the popularity system. For the second point you made, I wasn't thinking and didn't realize it was only checking every 145 hours of game time. That is a very good point. I bet that is my problem. I'll check it when I get home from work. I was thinking it would only wait that amount of time before it stops checking for the conditions. Thank you so much. I can't believe I didn't think about that before.
you could also make a trigger that does it on a timer. Make a timer that is triggered when a certain unit is created that unit starts that timer and every time the timer reaches 0 it can make another unit of XX type. The timer can be set to one shot or timer loop so say every 2sec after XX unit is created it makes xx unit when the timer hits 0. Lots of way to do this and all can be done in triggers. can even make a variable that it will loop thru to make different units each time.
what you need to do is have it check if the unit is ally of player 1. Then do the same for player 2 but have it go to a different region/point. this can be done with IFThenElse actions found in the general functions. sorry not at my pc to give you an example.
did you set it up so it displays the Timer to all players? You should make a new action->functions->Timers->look for show timer->search for the one to show timer. This way you can see the timer. As stated above too it could be that the trigger it self is not being started. what does your trigger look like, can you paste it here for us to see?
Well it was a private release so I assume it's on Private server..... I got my brother in-law to help with the testing and was able to get one of the 2 triggers working correctly. Now i just have my argument for the skip button to figure out. right now it looks like this:
General - If (Conditions) then do (Actions) else do (Actions)
If
(Elapsed time of Wave Timer) == 1.0
Then
General - Skip remaining actions
Else
General - Wait for (Conditions), checking every 524288.0 Game Time seconds
Conditions
(Used dialog item) == AdvanceWave[0]
And
Conditions
(Triggering player) == 1
Or
Conditions
(Status of player 1) == Unused
And
Conditions
(Triggering player) == 2
Or
Conditions
(Status of player 2) == Unused
And
Conditions
(Triggering player) == 3
Or
Conditions
(Status of player 3) == Unused
And
Conditions
(Triggering player) == 4
Or
Conditions
(Status of player 4) == Unused
Sound - Play Alert_BaseUnderAttackKlaxon for (All players) (at 100.0% volume, skip the first 0.0 seconds)
UI - Clear Directive Messages for (All players)
Timer - Restart Wave Timer
Timer - Set the title for Wave Timer Window to (("Wave " + (Text((current wave + 1)))) + " in")
Timer - Show Wave Timer Window for (All players)
Player - Modify player 1 Minerals: Add 35
Player - Modify player 2 Minerals: Add 35
Player - Modify player 3 Minerals: Add 35
Player - Modify player 4 Minerals: Add 35
Any tips anyone i cannot get the argument under the "wait for conditions" to come out so that if their are only 2 players it will say ture for players 3 and 4.
I have a map on private server and would like help in testing 2 dialog triggers since I cannot do it alone. Would anyone be interested? Below is an overveiw of the map.
"Sacrifice"
-Is a bunker defense style map that uses an SCV (Builder) to create:
Marine Bunker (holds 4 marine)
Firebat Bunker (holds 3 Firebats)
Ghost Bunker (holds 3 Ghosts)
Creates a Photon Cannon and Missile Turret
Upgrade button for all bunkered units adds +1damage point per tick (Max is 100)
-Map has 20 rounds
1-10 are ground troops with lvl 10 being a boss
11-19 are mixed ground an air with lvl 20 as final boss
15-19 have special units that spawn that are ground units
Point is not to let more than 50 sacrifices reach Boulamard (hybrid D unit) for each sacrifice that reaches him will restore a part of his strength. Once all 50 reach he will be released from his prison hold and kill all players.
Try this thread its how I made mine. Take the time to search the forums a little, I find most my answer that way without normally having to ask. Should look threw the Tutorial section also, lots of helpful stuff there.
0
changed the timer for the "wait for conditions" still no good I know it has to be with the "and" and "or" conditions. I have tryed so many different things so if say player 4 is not being used then players 1-3 that are playing. When they click the advance button it will return true in the conditions for player 4 since player 4 is unused (not active).
0
@fosere: Go
I didn't mean to confuse by mentioning private server. I just assumed private release indicates private server. Sorry for that. I didn't want to put an incomplete map on a public server because of the popularity system. For the second point you made, I wasn't thinking and didn't realize it was only checking every 145 hours of game time. That is a very good point. I bet that is my problem. I'll check it when I get home from work. I was thinking it would only wait that amount of time before it stops checking for the conditions. Thank you so much. I can't believe I didn't think about that before.
0
@Noofertonson: Go
what was it?
0
go to you tube and watch onetwosc advance tower defense video. They will teach you how to do a lot more things your self!
0
Anyone have any ideas on this? I still cannot figure out how to make the conditions work.
0
you could also make a trigger that does it on a timer. Make a timer that is triggered when a certain unit is created that unit starts that timer and every time the timer reaches 0 it can make another unit of XX type. The timer can be set to one shot or timer loop so say every 2sec after XX unit is created it makes xx unit when the timer hits 0. Lots of way to do this and all can be done in triggers. can even make a variable that it will loop thru to make different units each time.
0
what you need to do is have it check if the unit is ally of player 1. Then do the same for player 2 but have it go to a different region/point. this can be done with IFThenElse actions found in the general functions. sorry not at my pc to give you an example.
0
bump
0
did you set it up so it displays the Timer to all players? You should make a new action->functions->Timers->look for show timer->search for the one to show timer. This way you can see the timer. As stated above too it could be that the trigger it self is not being started. what does your trigger look like, can you paste it here for us to see?
0
Well it was a private release so I assume it's on Private server..... I got my brother in-law to help with the testing and was able to get one of the 2 triggers working correctly. Now i just have my argument for the skip button to figure out. right now it looks like this:
General - If (Conditions) then do (Actions) else do (Actions)
If
(Elapsed time of Wave Timer) == 1.0
Then
General - Skip remaining actions
Else
General - Wait for (Conditions), checking every 524288.0 Game Time seconds
Conditions
(Used dialog item) == AdvanceWave[0]
And
Conditions
(Triggering player) == 1
Or
Conditions
(Status of player 1) == Unused
And
Conditions
(Triggering player) == 2
Or
Conditions
(Status of player 2) == Unused
And
Conditions
(Triggering player) == 3
Or
Conditions
(Status of player 3) == Unused
And
Conditions
(Triggering player) == 4
Or
Conditions
(Status of player 4) == Unused
Sound - Play Alert_BaseUnderAttackKlaxon for (All players) (at 100.0% volume, skip the first 0.0 seconds)
UI - Clear Directive Messages for (All players)
Timer - Restart Wave Timer
Timer - Set the title for Wave Timer Window to (("Wave " + (Text((current wave + 1)))) + " in")
Timer - Show Wave Timer Window for (All players)
Player - Modify player 1 Minerals: Add 35
Player - Modify player 2 Minerals: Add 35
Player - Modify player 3 Minerals: Add 35
Player - Modify player 4 Minerals: Add 35
Any tips anyone i cannot get the argument under the "wait for conditions" to come out so that if their are only 2 players it will say ture for players 3 and 4.
0
bump
0
I have a map on private server and would like help in testing 2 dialog triggers since I cannot do it alone. Would anyone be interested? Below is an overveiw of the map.
"Sacrifice"
-Is a bunker defense style map that uses an SCV (Builder) to create:
Marine Bunker (holds 4 marine)
Firebat Bunker (holds 3 Firebats)
Ghost Bunker (holds 3 Ghosts)
Creates a Photon Cannon and Missile Turret
Upgrade button for all bunkered units adds +1damage point per tick (Max is 100)
-Map has 20 rounds
1-10 are ground troops with lvl 10 being a boss
11-19 are mixed ground an air with lvl 20 as final boss
15-19 have special units that spawn that are ground units
Point is not to let more than 50 sacrifices reach Boulamard (hybrid D unit) for each sacrifice that reaches him will restore a part of his strength. Once all 50 reach he will be released from his prison hold and kill all players.
Screen Name:PHAROTEK Code:435
0
Try this thread its how I made mine. Take the time to search the forums a little, I find most my answer that way without normally having to ask. Should look threw the Tutorial section also, lots of helpful stuff there.
http://forums.sc2mapster.com/resources/tutorials/1370-data-accumulative-and-multiple-upgrade-with-queue/#posts
This upgrade feature is done with the data editor, thus saving you tons of trigger work!
0
Just did what you have suggested works great I will make sure I do that for my images, must be corel bugs the files a bit huh. Thanks!
0
@iOverflow: Go Sweet man you rock! I'll try what you said and then pm you back later on!