I assume you copy-pasted the code? If that's the case 2 is pretty much already done.
Otherwise I really don't know what to say. Like I said, manually setting a point (not a start point) should work, otherwise you can try making it the center of a region and set regions in each base.
Despawn only has the one event? If so, I think the problem is you're trying to call a "triggering unit" however one doesn't exist because nothing was triggered by a unit.
Instead, since by the sounds of it only one spawner is allowed per player, just add the spawners to an array of 16 (for each player) and do
Time action to call time without using custom script.
>, <, <=, >= operators for time instead of just =/!=
Ability to change terrain in a region to a higher or lower cliff level via triggers.
Ability to add different water and change water from water to lava via triggers.
Ability to PLACE water via triggers.
As well as above, also changing the color of the water. This is less of an issue as you can have a different state of the water a different color then all you do is change it to lava.
Transition skybox trigger action. This is doable with actors it's just overly convoluted.
Oh yeah, here's a big one, the ability to put terrain under terrain. That is the ability to have a mine or such underground. I realize this would be a pain to code but it's really very simple on paper. Besides I don't know about any of you but I hate using actors for roofs.
That's all I can think of now, may add more later.
Since no one has replied I'm going to go ahead and see if I can't help.
I am pretty sure there is not need to split a dialog into separate dialogs per player. Just use the one.
As for dialog items if you have multiple variables that keep track of the data the dialog item will need then all you do is change these values (such as text, picture, etc) via actions per player. That way you only need the one dialog item as well.
Oop missed the edit there. Anyway maybe this helps even more? You may want to lock your threads when solved as well so people like me don't look even more stupid.
Best thing you can do is like zandose said: make the values parameters.
One way to use multi-treading and still keep the data is by making local variables in the action definition (or trigger, or etc....) and setting them = to each parameter. This way even if the value changes it will only care about the local variable's value, and not any global value that might be attached to the value you need to use.
I had the very same problem and if you want to keep track of these values this is the best you can do without assigning large array values to global variables (or using the data table).
But seriously, I am looking for map ideas to do in my spare time.
I've seen some "recreate this" threads but none of them really hit home. Mostly because they were games I don't recognize. I want to make a map I can get into so that way if I'm really getting into it and actually finish it comes out with as much effort as I can put in. Instead of a game I can't really get into that comes out all stilted and boring.
So basically what I am asking for is two things:
1. a cool and/or unique game type
2. an idea or concept to be implemented into the game to make it cool/unique...r.
I'll figure the rest out myself.
Also if you're already creating a game like this and would like an extra hand I'm more than happy to work within someone else's project as long as I am given proper credit for my work.
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@xXPwnerOfNoobsXx: Go
Well, there are two things I could do:
1. look over it and do it myself
2. try and diagnose a problem via text
I assume you copy-pasted the code? If that's the case 2 is pretty much already done.
Otherwise I really don't know what to say. Like I said, manually setting a point (not a start point) should work, otherwise you can try making it the center of a region and set regions in each base.
0
@xXPwnerOfNoobsXx: Go
This is a test map of mine, I just disabled those.
@xXPwnerOfNoobsXx: Go
You can add a point instead of a start locations. If that doesn't work, creating them in the center of a region should.
0
@xXPwnerOfNoobsXx: Go
In case you aren't watching the thread, I posted the map.
0
@xXPwnerOfNoobsXx: Go
Hang on, let me try to recreate it.
EDIT: Sorry about that, was a bit more complicated then I had expected, but here is a working trigger: (see attached).
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@xXPwnerOfNoobsXx: Go
Despawn only has the one event? If so, I think the problem is you're trying to call a "triggering unit" however one doesn't exist because nothing was triggered by a unit.
Instead, since by the sounds of it only one spawner is allowed per player, just add the spawners to an array of 16 (for each player) and do
An example being
You could also use the data table although it's a bit more confusing so I suggest only using the data table for complex tracking/triggers.
0
So I have been having the hardest time with doodads spawning through triggers.
Here's the code though it's pretty basic stuff:
Am I maybe doing something wrong? I am also using the weather system made by Meta.
I have no idea because both of them have worked at one point and then one by one doodads stopped spawning either:
A. correctly
or
B. at all.
EDIT: umm...I seem to have figured it out...for some reason I need the whole map revealed before they will spawn correctly.
Does anyone know why this is or even how to fix it? It's really starting to irritate me.
0
@DarlD: Go
Actually I've noticed a bit of a lag spike when starting the game. I am pretty sure the library causes it and for what reasons I am unaware.
0
Ability to blur and bleed textures via triggers.
Time action to call time without using custom script.
>, <, <=, >= operators for time instead of just =/!=
Ability to change terrain in a region to a higher or lower cliff level via triggers.
Ability to add different water and change water from water to lava via triggers.
Ability to PLACE water via triggers.
As well as above, also changing the color of the water. This is less of an issue as you can have a different state of the water a different color then all you do is change it to lava.
Transition skybox trigger action. This is doable with actors it's just overly convoluted.
Oh yeah, here's a big one, the ability to put terrain under terrain. That is the ability to have a mine or such underground. I realize this would be a pain to code but it's really very simple on paper. Besides I don't know about any of you but I hate using actors for roofs.
That's all I can think of now, may add more later.
0
@zeldarules28: Go
I didn't even think I'd make the honorable mention slot. xD
I am not complaining though.
Congrats to you winners. You all deserve that beta key!
0
@illidans911: Go
I'm pretty sure it's the full game but you just can't play past a certain point.
0
@HeroLief: Go
Since no one has replied I'm going to go ahead and see if I can't help.
I am pretty sure there is not need to split a dialog into separate dialogs per player. Just use the one.
As for dialog items if you have multiple variables that keep track of the data the dialog item will need then all you do is change these values (such as text, picture, etc) via actions per player. That way you only need the one dialog item as well.
Oop missed the edit there. Anyway maybe this helps even more? You may want to lock your threads when solved as well so people like me don't look even more stupid.
0
@lemmy734: Go
Best thing you can do is like zandose said: make the values parameters.
One way to use multi-treading and still keep the data is by making local variables in the action definition (or trigger, or etc....) and setting them = to each parameter. This way even if the value changes it will only care about the local variable's value, and not any global value that might be attached to the value you need to use.
I had the very same problem and if you want to keep track of these values this is the best you can do without assigning large array values to global variables (or using the data table).
0
@DuckyTheDuck: Go
I didn't mean to confuse or anything.
Here's what piques my interests:
An FPS game with rich lore and in depth characters.
or
A civilization game
or
Some kind of game which requires much strategy and management to win.
EDIT: had a chance to look it over, and while it might be cool to make a library or something for that as a game I don't think I could get behind it.
If anyone has further suggestions, feel free to comment or PM.
EDIT+: I've actually decided to use your idea. Again thanks for suggesting and any further suggestions can be made via PM.
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@Hookah604: Go
Genre is unimportant, but I always loved FPS.
@ScorpSCII: Go
Triggering, but again I'll make it work somehow, I just need an idea to get started.
0
oops it's me in this section like always. <.>
But seriously, I am looking for map ideas to do in my spare time.
I've seen some "recreate this" threads but none of them really hit home. Mostly because they were games I don't recognize. I want to make a map I can get into so that way if I'm really getting into it and actually finish it comes out with as much effort as I can put in. Instead of a game I can't really get into that comes out all stilted and boring.
So basically what I am asking for is two things: 1. a cool and/or unique game type 2. an idea or concept to be implemented into the game to make it cool/unique...r.
I'll figure the rest out myself.
Also if you're already creating a game like this and would like an extra hand I'm more than happy to work within someone else's project as long as I am given proper credit for my work.