Right now I have 2 teams consisting of 5 players each. Each person has control of 1 Hero unit. I have several points around the map that that I want to make capturable by each team. Here is exactly what I need help with:
-When a team member enters a "king of the hill" region, I want a progress bar to show up at the top of the map for the players who are in the hill.
-I would like the progress bar to continue rising until it is captured.
-I would like to put neutral buildings in the king of the hill spot so that when the hill is captured the team gains control of those buildings
-I want to make it 30 seconds before the hill is captured by that team.
-I don't want the progress bar to show up for people who are "not" in the hill region.
-If each team has one member in the king of the hill capture point I want the progress bar to stop progressing until one of the opposing players who is in the hill dies or leaves the region then I would like to have the progress bar continue progressing.
-I would like to have it say on the screen "Such and such point captured" and the progress bar go away after it has been captured.
-I want it so if the enemy moves into the region that is owned by the opposing team to alert everyone that the hill is being captured and have a regression bar show up for the players who are capturing an enemies hill. And if they succeed in capturing, the buildings switch to the enemies control. giving them site from those buildings.
Can someone please help me compile the necessary trigger coding for this? I am extremely new to triggering. The only trigger that I have currently setup is for making alliances between the players that join the game.
@Etravex: Go
EDIT:
Took another go at it. I haven't managed to find a good way to trigger the fact that leaderboard only should show for the players in the hill, I'm sure there's a way but not that I know of atm, so for now it's just set up to always show. There's a neutral building that will be given to the team that captures the zone, and once the other team have caused the first team to lose the zone (so halfway in between either team owning the zone) the building becomes neutral, where then either team have to capture it to gain control over it.
The progress bar for capturing own zones and neutralizing enemy zones seems to work finely, but only tested with 1 player for now. The way it is set up if 1 team has more players in the zone then every tick that team will be so many steps closer. So that if one team has 5 players, other team has 3 (in the zone), the first team will get 2 steps closer to capturing it each tick. (In theory).
Since I don't have a trigger that only shows the leaderboard for players actually in the zone, I also don't have it set up to disappear once a zone has been captured. Text message will appear to say when a team has captured the zone or when it has been neutralized. No message to notify a point has been started to be neutralized (as of yet), but that's easy enough to implement when important.
I've of course only made triggers for the 1 zone, but I'm sure if you study all the triggerwork and variables in the folder called Hill 1, you should be able to duplicate it for the other zones.
Still lots missing, like not using the building for anything, but if you only want it for shared vision with the team it shouldn't be an issue. Also it's set up to work with the marines, but if you've made hero units those will have to be the triggering units of course. I suggest you give it a glance and ask if there's something that's unclear to you. Most triggers actually make good sense, the annoying part is to find the triggers you'll need to solve in a manner you had imaginged.
I was able to get the trigger working well after looking at your trigger. I did set mine up differently than you did yours. I'm unsure as to why you used 5 different realnumber variables and had equations mixed into the bunch.
What I did (And please tell me if I should fix it if you forsee any problems) was setup the same action as you did with the unit within a region, but i had it if a unit controlled by players 1-5 was in the region then for each unit the real variable for that team was modified by +1 and the enemy team by -1. Whereas, for the opposing team it was the opposite +1 for their real variable and -1 for the opposing team variable.
It works fine and just like yours in the sense of if one group has more units in the region they will increase at a slightly smaller rate, if same amount on each side it will come to a stop. etc... I'm still unsure why you did all the equations with the 5 real number variables. Please let me know, I dont want to be missing out on something if I need it.
The only other problem I forsaw with your trigger (and the thing I need help with next) is you setup a message to go out if someone has captured an area (which is what I want), but the "event" for which it takes place is a 1 second repeating timer. So after you capture a hill in your map (and mine now) it continues to send a message to everyone as long as the hill is captured every second. Do you know how I can fix this?
Right now I have 2 teams consisting of 5 players each. Each person has control of 1 Hero unit. I have several points around the map that that I want to make capturable by each team. Here is exactly what I need help with: -When a team member enters a "king of the hill" region, I want a progress bar to show up at the top of the map for the players who are in the hill. -I would like the progress bar to continue rising until it is captured. -I would like to put neutral buildings in the king of the hill spot so that when the hill is captured the team gains control of those buildings -I want to make it 30 seconds before the hill is captured by that team. -I don't want the progress bar to show up for people who are "not" in the hill region. -If each team has one member in the king of the hill capture point I want the progress bar to stop progressing until one of the opposing players who is in the hill dies or leaves the region then I would like to have the progress bar continue progressing. -I would like to have it say on the screen "Such and such point captured" and the progress bar go away after it has been captured. -I want it so if the enemy moves into the region that is owned by the opposing team to alert everyone that the hill is being captured and have a regression bar show up for the players who are capturing an enemies hill. And if they succeed in capturing, the buildings switch to the enemies control. giving them site from those buildings.
Can someone please help me compile the necessary trigger coding for this? I am extremely new to triggering. The only trigger that I have currently setup is for making alliances between the players that join the game.
Thank you
@Etravex: Go EDIT: Took another go at it. I haven't managed to find a good way to trigger the fact that leaderboard only should show for the players in the hill, I'm sure there's a way but not that I know of atm, so for now it's just set up to always show. There's a neutral building that will be given to the team that captures the zone, and once the other team have caused the first team to lose the zone (so halfway in between either team owning the zone) the building becomes neutral, where then either team have to capture it to gain control over it.
The progress bar for capturing own zones and neutralizing enemy zones seems to work finely, but only tested with 1 player for now. The way it is set up if 1 team has more players in the zone then every tick that team will be so many steps closer. So that if one team has 5 players, other team has 3 (in the zone), the first team will get 2 steps closer to capturing it each tick. (In theory).
Since I don't have a trigger that only shows the leaderboard for players actually in the zone, I also don't have it set up to disappear once a zone has been captured. Text message will appear to say when a team has captured the zone or when it has been neutralized. No message to notify a point has been started to be neutralized (as of yet), but that's easy enough to implement when important.
I've of course only made triggers for the 1 zone, but I'm sure if you study all the triggerwork and variables in the folder called Hill 1, you should be able to duplicate it for the other zones.
Still lots missing, like not using the building for anything, but if you only want it for shared vision with the team it shouldn't be an issue. Also it's set up to work with the marines, but if you've made hero units those will have to be the triggering units of course. I suggest you give it a glance and ask if there's something that's unclear to you. Most triggers actually make good sense, the annoying part is to find the triggers you'll need to solve in a manner you had imaginged.
@Hakiki: Go
I was able to get the trigger working well after looking at your trigger. I did set mine up differently than you did yours. I'm unsure as to why you used 5 different realnumber variables and had equations mixed into the bunch.
What I did (And please tell me if I should fix it if you forsee any problems) was setup the same action as you did with the unit within a region, but i had it if a unit controlled by players 1-5 was in the region then for each unit the real variable for that team was modified by +1 and the enemy team by -1. Whereas, for the opposing team it was the opposite +1 for their real variable and -1 for the opposing team variable.
It works fine and just like yours in the sense of if one group has more units in the region they will increase at a slightly smaller rate, if same amount on each side it will come to a stop. etc... I'm still unsure why you did all the equations with the 5 real number variables. Please let me know, I dont want to be missing out on something if I need it.
The only other problem I forsaw with your trigger (and the thing I need help with next) is you setup a message to go out if someone has captured an area (which is what I want), but the "event" for which it takes place is a 1 second repeating timer. So after you capture a hill in your map (and mine now) it continues to send a message to everyone as long as the hill is captured every second. Do you know how I can fix this?
Thank you