Need help with diplomacy triggers, i finished my terrain and all. figured out the nation selector.
Everytime i try to make a income timer, it doesnt count. trying to start at 2, and go down and restart etc etc
income from cities, Well my cities are in regions. i want it where the time elapse to reset the clock. it gives money(right now it gives money all time even if i put a periodic event clock on)
Can u paste your income trigger here? Hard to come up with errors when we can't see what you did. Also, when using timer, are you using variable to remember the timer? Using last created timer doesn't work between triggers.
acually i got frustrated and deleted the whole trigger. but yeah i dont know how to d the whole variable thing at all. if your familiar with diplomacy maps, your more than welcome to help me with mine. The terrain is spectacular btw :D
This will create a timer with a 2 sec duration that, when it expires, restarts. In the "Income Timer Restart" trigger, just add how you want the income to be done. I guess that's what you're after?
Alright i got the timer trigger to work. and nation selection is up.
having real issues with income per city. i have it to where it get moneys. but i want it to be specified to just buildings(all) not any units. and the event only triggers when i move units in and out of the region? theres no specific command for unit(building)STAYS in region.
Count the amount of units in the specific region, and set "matching" to "Required: Structures". Below is a trigger that modifies the player's minerals to add 100 minerals per structure on the map.
Player - Modify player 1 Minerals: Add (Number of Any units in (Beacon (Protoss Small) units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount))
i just dont know how to put that 100 behind it? i got it working the way i wanted it, but the mineral is so miniscule, how do i set the amount higher?
When selecting the amount of minerals to add, instead of just setting it to the building count, you use the function "Arithmetic (Integer)" - it's under the "Math" category. It'll display as "(Value 1 + 1)". Change the operator (the + sign) to *, and set the first value as the building count, and the second to whatever you want - in my example 100, for 100 minerals per building.
you sir are helping create a pretty awesome map the diplomacy community been asking for!
ahh tried to do it and hit a wall again.
ok when i change the building count from any, to arithmetic(integer) i can change both the values and multiply. but the thing is, the first value will always fluxuate, because they are beacons changing in and out of command. if i can acually find any)*100 that would be awesome..
its funny the first time i made that trigger, i guess i made it a different way and it didnt ahve the +value 2 at the end of it. but now i got it. citie income is now working, the right way.
Need help with a new one.
event. Unit - Any Unit Enters Region 013 (i have alot of events for many regions)
condition. (Owner of (Triggering unit)) == User
Actions General - Switch (Actions) depending on (Triggering region) (again the switch for many regions)
action that is switched Unit - Change ownership of City (Terran Small) [76.63, 68.27] to player (Triggering player) and Change Color
ok the city(terran Small) is just a beacon. it represents a city and so so. which i used the above trigger, 2 post ago.. for income.
The only problem is, the conditions on trigger. I do not want ownership of city to triggering unit, if Region that is triggered is already occupied by units/buildings of another player.
ive Looked through all of the If Then Else possibilities but cant come up with what i need. am i missing something?
First, You might want to rename your regions in the editor to more meaningful descriptions. It makes things easier to remember for yourself.
Secondly, Im guessing you do not want ownership to change to the triggering unit if its either been already captured, or if there are just other player units occupying that area.
Either way, Using Unit Enter/Leaves region and a Local Boolean variable isCaptured would probably help. You can use this variable in the conditions to determine if ownership should change or not.
looks like the right track. yeah i did change the names once.. to all 40 regions.. then forgot to save.
i dont want ownership to change if someone is occupying, im currently messing around with the conditions and im getting it to change over only when i outnumber? but the situation is where Units of any other player =0
Alright so i added this bolean Untitled Variable 001 = Check Conditions <Boolean>
and this is the condition, i dont think it makes anysense.. well most of this weird language doesnt make sense.. (Number of Any units in ((Unit type of (Triggering unit)) units in (Triggering region) owned by player (Player (Triggering player) from (Enemies of player (Triggering player))) matching Excluded: Missile, Dead, Hidden, with at most 0)) > User
its like a tongue twister, i thought it meant. whatever trigger this is going down in, whoever is there, better not be in there. or else the action wont happen.
Thats what i thought he 0 meant, No units by enemie player?
and what i got is.. i can still take over cities eventho theres buildings and units surrounding it.
what im asking is.. what can i do, to change that, to what i want
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Need help with diplomacy triggers, i finished my terrain and all. figured out the nation selector.
Everytime i try to make a income timer, it doesnt count. trying to start at 2, and go down and restart etc etc
income from cities, Well my cities are in regions. i want it where the time elapse to reset the clock. it gives money(right now it gives money all time even if i put a periodic event clock on)
Can u paste your income trigger here? Hard to come up with errors when we can't see what you did. Also, when using timer, are you using variable to remember the timer? Using last created timer doesn't work between triggers.
acually i got frustrated and deleted the whole trigger. but yeah i dont know how to d the whole variable thing at all. if your familiar with diplomacy maps, your more than welcome to help me with mine. The terrain is spectacular btw :D
@davyswin: Go
This will create a timer with a 2 sec duration that, when it expires, restarts. In the "Income Timer Restart" trigger, just add how you want the income to be done. I guess that's what you're after?
cant seem to get this trigger to pop off. keeps getting syntax..
Alright i got the timer trigger to work. and nation selection is up.
having real issues with income per city. i have it to where it get moneys. but i want it to be specified to just buildings(all) not any units. and the event only triggers when i move units in and out of the region? theres no specific command for unit(building)STAYS in region.
@davyswin: Go
Count the amount of units in the specific region, and set "matching" to "Required: Structures". Below is a trigger that modifies the player's minerals to add 100 minerals per structure on the map.
ok i did it!
Player - Modify player 1 Minerals: Add (Number of Any units in (Beacon (Protoss Small) units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount))
i just dont know how to put that 100 behind it? i got it working the way i wanted it, but the mineral is so miniscule, how do i set the amount higher?
@davyswin: Go
When selecting the amount of minerals to add, instead of just setting it to the building count, you use the function "Arithmetic (Integer)" - it's under the "Math" category. It'll display as "(Value 1 + 1)". Change the operator (the + sign) to *, and set the first value as the building count, and the second to whatever you want - in my example 100, for 100 minerals per building.
you sir are helping create a pretty awesome map the diplomacy community been asking for!
ahh tried to do it and hit a wall again.
ok when i change the building count from any, to arithmetic(integer) i can change both the values and multiply. but the thing is, the first value will always fluxuate, because they are beacons changing in and out of command. if i can acually find any)*100 that would be awesome..
@davyswin: Go
Check out my tutorial....
Region Arrays with Events and Ownership
@davyswin: Go
Em, maybe I wasn't clear. It sounds like you're changing one of the first parts in;
What you need to change is the last part. Like this:
That's the trigger editor bottom window fold-out-function-thingy. :x It shows how the function's structured. Does that help?
That, or check his tutorial.
its funny the first time i made that trigger, i guess i made it a different way and it didnt ahve the +value 2 at the end of it. but now i got it. citie income is now working, the right way.
Need help with a new one. event. Unit - Any Unit Enters Region 013 (i have alot of events for many regions) condition. (Owner of (Triggering unit)) == User Actions General - Switch (Actions) depending on (Triggering region) (again the switch for many regions) action that is switched Unit - Change ownership of City (Terran Small) [76.63, 68.27] to player (Triggering player) and Change Color
ok the city(terran Small) is just a beacon. it represents a city and so so. which i used the above trigger, 2 post ago.. for income.
The only problem is, the conditions on trigger. I do not want ownership of city to triggering unit, if Region that is triggered is already occupied by units/buildings of another player.
ive Looked through all of the If Then Else possibilities but cant come up with what i need. am i missing something?
@davyswin: Go
First, You might want to rename your regions in the editor to more meaningful descriptions. It makes things easier to remember for yourself.
Secondly, Im guessing you do not want ownership to change to the triggering unit if its either been already captured, or if there are just other player units occupying that area.
Either way, Using Unit Enter/Leaves region and a Local Boolean variable isCaptured would probably help. You can use this variable in the conditions to determine if ownership should change or not.
looks like the right track. yeah i did change the names once.. to all 40 regions.. then forgot to save.
i dont want ownership to change if someone is occupying, im currently messing around with the conditions and im getting it to change over only when i outnumber? but the situation is where Units of any other player =0
Alright so i added this bolean Untitled Variable 001 = Check Conditions <Boolean> and this is the condition, i dont think it makes anysense.. well most of this weird language doesnt make sense.. (Number of Any units in ((Unit type of (Triggering unit)) units in (Triggering region) owned by player (Player (Triggering player) from (Enemies of player (Triggering player))) matching Excluded: Missile, Dead, Hidden, with at most 0)) > User
its like a tongue twister, i thought it meant. whatever trigger this is going down in, whoever is there, better not be in there. or else the action wont happen.
Thats what i thought he 0 meant, No units by enemie player?
and what i got is.. i can still take over cities eventho theres buildings and units surrounding it.
what im asking is.. what can i do, to change that, to what i want