Video critique - I was a bit distracted by the soundtrack, by the way. Maybe turning it down to a background level with more of the in game sound coming through. And I didn't read much of the explanation text because I was mostly focusing on the action. Perhaps a voice over dub would be much more helpful. Oh and I hate when peeps don't post soundtrack credits in youtube videos! ;) Sounded like a bad TechItch and the Prodigy rip offs?
I'm looking for someone interested in doing cinematic promo for maps that I've been working on. If you are interested, please reply here or send me a PM with perhaps some examples of your work. Quid pro quo, you can find out about the maps I've been working (among other things) on my website @ http://5h0cktr00px0rz.org.
I see it done on maps like Burial Grounds. When ever I try to replicate something like this, the man made cliff just burrow down to the base level, creating a "hole" in the terrain surrounding the man made cliff has been built. Nobody knows? Hasn't anyone tried to put man made cliff onto a second level organic cliff and wondered WTF?
All of a sudden I'm getting a blue shaded polygon on all second level cliff. This is occurring on any map I open up. I was thinking I hit some visual setting but I cannot find anything remotely linking this phenomenon to one. Has anyone else encountered this and if so what did you do to return it back to normal? If this is a bug or some sort of corruption, what should I do?
Thanks,
-z
edit... seems to be occurring on third level cliffs that border a second level base as well... :(
Eureka! We've gotten it to work. It turns out that if there are any Neutral player units in the region, they would give us false feedback on our test runs. Also, more importantly, there was a missing line in the Determine Winner Trigger that was causing some hick-ups that we found and fixed. So all it good for the moment. Now on to playtesting! Thanks guys and kudos to Xelaran for helping us with the pseudo-code scripting!
Sure here is what we have so far...
Variables:
Win Region = Region 001 <Region>
_winner = 0 <Integer>
Trigger: Determine Winner
:::::::::::::::::::::::::::::::::::::::::::::
Determine Winner
Events
Timer - GameTimer expires
Local Variables
p = 0 <Integer>
foundOne = false <Boolean>
Conditions
Actions
Player Group - For each player p in (All players) do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
HasUnitInRegion(p)
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
foundOne == true
Then
Trigger - Turn Sudden Death On
Else
Variable - Set _winner = p
Variable - Set foundOne = true
Else
VictoryFunction(_winner)
Condition Definition: HasUnitInRegion
::::::::::::::::::::::::::::::::::::::::::::::::::::::::
HasUnitInRegion
Options: Condition
Return Type: Boolean
Parameters
p = 0 <Integer>
Grammar Text: HasUnitInRegion(p)
Hint Text: (None)
Custom Script Code
Local Variables
lv = false <Boolean>
u = Any Unit <Unit>
Actions
Unit Group - For each unit u in (Any units in Win Region owned by player Any Player matching Excluded: Air, Missile, Dead, Hidden, with at most Any Amount) do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of u) == p
Then
Variable - Set lv = true
Else
General - Return lv
Function: VictoryFunction
::::::::::::::::::::::::::::::::::::::::::
HasUnitInRegion
Options: Condition
Return Type: Boolean
Parameters
p = 0 <Integer>
Grammar Text: HasUnitInRegion(p)
Hint Text: (None)
Custom Script Code
Local Variables
lv = false <Boolean>
u = Any Unit <Unit>
Actions
Unit Group - For each unit u in (Any units in Win Region owned by player Any Player matching Excluded: Air, Missile, Dead, Hidden, with at most Any Amount) do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of u) == p
Then
Variable - Set lv = true
Else
General - Return lv
Trigger: Sudden Death (initially off)
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Sudden Death
Events
Unit - Any Unit dies
Unit - Any Unit Leaves Region 001
Local Variables
p = 0 <Integer>
winner = 0 <Integer>
foundOne = false <Boolean>
Conditions
Actions
Player Group - For each player p in (All players) do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
HasUnitInRegion(p)
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
foundOne == true
Then
General - Skip remaining actions
Else
Variable - Set winner = p
Variable - Set foundOne = true
Else
VictoryFunction(winner)
Okay so I'm having some trouble "HasUnitInRegion" condition definition.
You suggested...
"For Each Unit (u) in (Units in Region (MyRegion)) Do"
but the closest thing I could figure out was...
"Unit Group - For each unit u in (Any units in Win Region owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) do (Actions)"
Do I have to create a condition definition for "UnitsInRegion" as well?
In any event, the result has been a defeat for the player even if they have units in the region. What am I missing?
Thanks a bunch for your help! I get your logic and follow the pseudo-code and I'm starting to get how to implement this as a trigger in the editor. I'm having some difficulty, however, finding how to implement "HasUnitInRegion(p)" in the editor. This should be a condition in the If Then statement right?
Currently I have the following:
Event:
Timer - Game Timer expires
Local Variables:
p = 0<Integer>
winner = 0 <Integer>
foundOne = false <Boolean>
Conditions:
None
Actions:
Player Group - For each player p in (All players) do (Actions)
- Actions
- - General - If (Conditions) then do (Actions) else do (Actions)
- - - If /* This is where I'm stumped */
- - - Then
- - - - If (foundOne)
- - - - - Then -Sudden Death Placeholder
- - - - - Else
- - - - - - Variable - Set winner = p
- - - - - - Variable - Set foundOne = true
- - - - Else
Thanks for the reply. Yeah I was just starting to look into the triggers when I had to run out for an appointment this afternoon. You are right, however, that I've had very little experience with triggers thus far, though I've managed to implement a few items using them yesterday, so I'm starting to see how they work. It was a difficult mental leap to not want to development them in code instead of the pseudo-code that GE seems to push you towards. ;)
My victory condition is this: The player who solely occupies a region at the end of a Timer wins. If at the end of the timer there are more players in the region then 1, it goes into overtime sudden death and the first player who is the only occupant of that region wins.
0
@Mephs: Go
Looks really nice. I'm going to give it a try.
Video critique - I was a bit distracted by the soundtrack, by the way. Maybe turning it down to a background level with more of the in game sound coming through. And I didn't read much of the explanation text because I was mostly focusing on the action. Perhaps a voice over dub would be much more helpful. Oh and I hate when peeps don't post soundtrack credits in youtube videos! ;) Sounded like a bad TechItch and the Prodigy rip offs?
0
Hi,
I'm looking for someone interested in doing cinematic promo for maps that I've been working on. If you are interested, please reply here or send me a PM with perhaps some examples of your work. Quid pro quo, you can find out about the maps I've been working (among other things) on my website @ http://5h0cktr00px0rz.org.
-z
0
@ThatGuy0:
Yes that would be it. Thank you very much!
0
I see it done on maps like Burial Grounds. When ever I try to replicate something like this, the man made cliff just burrow down to the base level, creating a "hole" in the terrain surrounding the man made cliff has been built. Nobody knows? Hasn't anyone tried to put man made cliff onto a second level organic cliff and wondered WTF?
0
How does Blizzard get a manmade clif to sit on top of an organic layer other then the base level?
0
@zenasprime:
figured it out, I had "show pathing" enabled in the "view" menu. Must have randomly hit the hot key for it unknowingly.
0
All of a sudden I'm getting a blue shaded polygon on all second level cliff. This is occurring on any map I open up. I was thinking I hit some visual setting but I cannot find anything remotely linking this phenomenon to one. Has anyone else encountered this and if so what did you do to return it back to normal? If this is a bug or some sort of corruption, what should I do?
Thanks,
-z
edit... seems to be occurring on third level cliffs that border a second level base as well... :(
0
@Eiviyn: Go
Great looking map and awesome design. I'm looking forward to trying this out. :)
0
Eureka! We've gotten it to work. It turns out that if there are any Neutral player units in the region, they would give us false feedback on our test runs. Also, more importantly, there was a missing line in the Determine Winner Trigger that was causing some hick-ups that we found and fixed. So all it good for the moment. Now on to playtesting! Thanks guys and kudos to Xelaran for helping us with the pseudo-code scripting!
-z
0
@Xelaran: Go
Sure here is what we have so far...
Variables:
Win Region = Region 001 <Region>
_winner = 0 <Integer>
Trigger: Determine Winner
:::::::::::::::::::::::::::::::::::::::::::::
Determine Winner
Events
Timer - GameTimer expires
Local Variables
p = 0 <Integer>
foundOne = false <Boolean>
Conditions
Actions
Player Group - For each player p in (All players) do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
HasUnitInRegion(p)
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
foundOne == true
Then
Trigger - Turn Sudden Death On
Else
Variable - Set _winner = p
Variable - Set foundOne = true
Else
VictoryFunction(_winner)
Condition Definition: HasUnitInRegion
::::::::::::::::::::::::::::::::::::::::::::::::::::::::
HasUnitInRegion
Options: Condition
Return Type: Boolean
Parameters
p = 0 <Integer>
Grammar Text: HasUnitInRegion(p)
Hint Text: (None)
Custom Script Code
Local Variables
lv = false <Boolean>
u = Any Unit <Unit>
Actions
Unit Group - For each unit u in (Any units in Win Region owned by player Any Player matching Excluded: Air, Missile, Dead, Hidden, with at most Any Amount) do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of u) == p
Then
Variable - Set lv = true
Else
General - Return lv
Function: VictoryFunction
::::::::::::::::::::::::::::::::::::::::::
HasUnitInRegion
Options: Condition
Return Type: Boolean
Parameters
p = 0 <Integer>
Grammar Text: HasUnitInRegion(p)
Hint Text: (None)
Custom Script Code
Local Variables
lv = false <Boolean>
u = Any Unit <Unit>
Actions
Unit Group - For each unit u in (Any units in Win Region owned by player Any Player matching Excluded: Air, Missile, Dead, Hidden, with at most Any Amount) do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of u) == p
Then
Variable - Set lv = true
Else
General - Return lv
Trigger: Sudden Death (initially off)
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Sudden Death
Events
Unit - Any Unit dies
Unit - Any Unit Leaves Region 001
Local Variables
p = 0 <Integer>
winner = 0 <Integer>
foundOne = false <Boolean>
Conditions
Actions
Player Group - For each player p in (All players) do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
HasUnitInRegion(p)
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
foundOne == true
Then
General - Skip remaining actions
Else
Variable - Set winner = p
Variable - Set foundOne = true
Else
VictoryFunction(winner)
0
@zenasprime: Go
Bumping cause were still stumped! (see above post) :(
0
@Xelaran: Go
Okay so I'm having some trouble "HasUnitInRegion" condition definition.
You suggested...
"For Each Unit (u) in (Units in Region (MyRegion)) Do"
but the closest thing I could figure out was...
"Unit Group - For each unit u in (Any units in Win Region owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) do (Actions)"
Do I have to create a condition definition for "UnitsInRegion" as well?
In any event, the result has been a defeat for the player even if they have units in the region. What am I missing?
0
@zenasprime: Go
I think I figured it out. I'll report back tomorrow. ;)
Thanks guys.
0
Thanks a bunch for your help! I get your logic and follow the pseudo-code and I'm starting to get how to implement this as a trigger in the editor. I'm having some difficulty, however, finding how to implement "HasUnitInRegion(p)" in the editor. This should be a condition in the If Then statement right?
Currently I have the following:
Event:
Timer - Game Timer expires
Local Variables:
p = 0<Integer>
winner = 0 <Integer>
foundOne = false <Boolean>
Conditions:
None
Actions:
Player Group - For each player p in (All players) do (Actions)
- Actions
- - General - If (Conditions) then do (Actions) else do (Actions)
- - - If /* This is where I'm stumped */
- - - Then
- - - - If (foundOne)
- - - - - Then
-Sudden Death Placeholder- - - - - Else
- - - - - - Variable - Set winner = p
- - - - - - Variable - Set foundOne = true
- - - - Else
0
@SBeier: Go
Thanks for the reply. Yeah I was just starting to look into the triggers when I had to run out for an appointment this afternoon. You are right, however, that I've had very little experience with triggers thus far, though I've managed to implement a few items using them yesterday, so I'm starting to see how they work. It was a difficult mental leap to not want to development them in code instead of the pseudo-code that GE seems to push you towards. ;)
My victory condition is this: The player who solely occupies a region at the end of a Timer wins. If at the end of the timer there are more players in the region then 1, it goes into overtime sudden death and the first player who is the only occupant of that region wins.
Sounds pretty simple. ;)
Thanks for your help. -z