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    posted a message on Trigger Recreation Help Please? [Trigger Setup Shown]

    @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.

    Posted in: Triggers
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    posted a message on Trigger Recreation Help Please? [Trigger Setup Shown]

    @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.

    Posted in: Triggers
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    posted a message on Trigger Recreation Help Please? [Trigger Setup Shown]

    @xXPwnerOfNoobsXx: Go

    In case you aren't watching the thread, I posted the map.

    Posted in: Triggers
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    posted a message on Trigger Recreation Help Please? [Trigger Setup Shown]

    @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).

    Posted in: Triggers
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    posted a message on Trigger Recreation Help Please? [Trigger Setup Shown]

    @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

    Unit - Spawner[PLAYERNUMBERHERE] Leaves Starter: Mech Golems
    

    An example being

    Unit - Spawner[1] Leaves Starter: Mech Golems
    Unit - Spawner[2] Leaves Starter: Mech Golems
    Unit - Spawner[3] Leaves Starter: Mech Golems
    etc
    

    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.

    Posted in: Triggers
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    posted a message on Doodads not spawning....

    So I have been having the hardest time with doodads spawning through triggers.

    Here's the code though it's pretty basic stuff:

    //Start Battle
        Options: Action, Create Thread
        Return Type: (None)
        Parameters
            Camera <Camera Object>
            BattleID <Real>
            Player <Integer>
            Enemy unit type <Game Link - Unit>
            Area <Region>
            Playable area <Region>
        Grammar Text: Start Battle(Camera, BattleID, Player, Enemy unit type, Area, Playable area)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            ranint = 0 <Integer>
            ranpoi = No Point <Point>
            int = 0 <Integer>
            Enemy Key = ("En" + (String(BattleID) with Any Precision decimal places)) <String>
        Actions
            Variable - Modify Current BID: + 0.1
            Animation - Remove Tree - Haven doodads in the Playable area region
            Animation - Remove Curtain (LOS BLOCKER) - Aiur - doodads in the Playable area region
            General - Wait 0.05 Real Time seconds
            General - Repeat (Actions) 6 times
                Actions
                    Variable - Set ranint = (Random integer between 0 and 5)
                    Variable - Set ranpoi = (Random point in Playable area)
                    Variable - Set Point[int] = ranpoi
                    Actor - Create actor Deformers[ranint] at point ranpoi
                    Variable - Set Actor[int] = (Last created actor)
                    Variable - Modify int: + 1
            General - Wait 0.15 Real Time seconds
            Spawn Doodads(Playable area)
            General - Wait 0.25 Real Time seconds
            Random Weather(Area)
            General - Wait 0.25 Real Time seconds
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    Visibility - Create a visibility revealer for player (Picked player) within Area
                    Camera - Pan the camera for player (Picked player) to (Camera target) over 0.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration, and Do Not use smart panning
                    Camera - Apply Camera for player (Picked player) over 0.5 seconds with Existing Velocity% initial velocity, 10.0% deceleration, and Don't Include Target
            General - Switch (Actions) depending on Player
                Cases
                    General - If (2)
                        Actions
                            Unit - Move Player Unit[Player] instantly to Move from here ENEMY Forest (Blend)
                            Unit - Make Player Unit[Player] face (Facing of Enemy Spawn Forest) over 0.5 seconds
                Default
                    Unit - Move Player Unit[Player] instantly to Move from here Forest (Blend)
                    Unit - Make Player Unit[Player] face (Facing of Player Spawn Forest) over 0.5 seconds
            Unit - Create 1 Enemy unit type for player 5 at Move from here ENEMY Forest using point facing (No Options)
            Unit - Make (Last created unit) face (Facing of Enemy Spawn Forest) over 0.5 seconds
            Data Table - Save (Last created unit) as Enemy Key in the Global data table
            General - Wait 1.0 Real Time seconds
            General - Switch (Actions) depending on Player
                Cases
                    General - If (2)
                        Actions
                            Unit - Order Player Unit[Player] to ( Move targeting Enemy Spawn Forest) (Replace Existing Orders)
                Default
                    Unit - Order Player Unit[Player] to ( Move targeting Player Spawn Forest) (Replace Existing Orders)
            Unit - Order (Last created unit) to ( Move targeting Enemy Spawn Forest) (Replace Existing Orders)
            Unit Selection - Select Player Unit[Player] for player Player
            General - Wait 0.5 Real Time seconds
            Unit Group - Pick each unit in (Any units in Area owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Make (Picked unit) Uncommandable
    //Spawn Doodads
        Options: Action, Loop, Create Thread
        Return Type: (None)
        Parameters
            Area = No Region <Region>
        Grammar Text: Spawn Doodads(Area)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            ranint = 0 <Integer>
            int = 0 <Integer>
            ranpoi = No Point <Point>
        Actions
            General - Switch (Actions) depending on Area
                Cases
                    General - If (Playable area forest)
                        Actions
                            General - Repeat (Actions) 25 times
                                Actions
                                    Variable - Set ranpoi = (Random point in Area)
                                    Actor - Create actor Tree - Haven at point ranpoi
                            General - Repeat (Actions) 50 times
                                Actions
                                    Variable - Set ranpoi = (Random point in Area)
                                    Actor - Create actor Curtain (LOS BLOCKER) - Aiur - at point ranpoi
                            Animation - Remove Tree - Haven doodads in the Road region
                            Animation - Remove Tree - Haven doodads in the Start You F region
                            Animation - Remove Tree - Haven doodads in the Start Enemy F region
                            General - For each integer int from 0 to 5 with increment 1, do (Actions)
                                Actions
                                    General - If (Conditions) then do multiple (Actions)
                                        If Then Else
                                            General - Else if (Conditions) then do (Actions)
                                                Else If
                                                    (Point[int] is in Road) == True
                                                Then
                                                    Actor - Send message "Destroy Immediate" to actor Actor[int]
                Default
    

    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.

    Posted in: Triggers
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    posted a message on Trigger Weather Effects

    @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.

    Posted in: Triggers
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    posted a message on List of wants For LoTV

    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.

    Posted in: General Chat
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    posted a message on MTE Contest Winners

    @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!

    Posted in: Triggers
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    posted a message on WoW trial edition

    @illidans911: Go

    I'm pretty sure it's the full game but you just can't play past a certain point.

    Posted in: Off-Topic
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    posted a message on Player Group - Pick Each Player corrupts dialog creation

    @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.

    Posted in: Triggers
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    posted a message on Passing values and Multi-Threading

    @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).

    Posted in: Triggers
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    posted a message on [FOUND]Game suggestions

    @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.

    Posted in: Map Suggestions/Requests
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    posted a message on [FOUND]Game suggestions

    @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.

    Posted in: Map Suggestions/Requests
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    posted a message on [FOUND]Game suggestions

    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.

    Posted in: Map Suggestions/Requests
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