In conjunction with my other similar named thread in the data section, I want to ask what would be a good and reliable way to do the trigger part of this.
More Information:
My map has 6 control points. I want people to cast an ability X seconds to claim a control point. After claiming it, a certain time should need to pass until they capture the control point, but it should happen automatically. When captured, a control point should give resources periodically and 'victory points'. If a hero dies, he should be revived at the closest captured control point.
The flag should work a similar way. People shall cast an ability X seconds to pick up the flag. Capturing it is done by bringing it to a captured control point. Capturing shall also grant victory points.
Further I need a lot of things which I can't do myself.
A hero selection screen
A custom UI element that constantly shows the victory points of each team
A leaderboard
A dialog based shop (or if someone knows a better way...)
And if possible, an entire custom UI narrowed down to the important parts (since a hero battle map does require less functionality than melee or at least different)
Of course I can live without the latter two, but the first 3 would really be nice.
For a start it would also be nice how to make a revive trigger which revives my heros at the closest point IF they own the corresponding control point.
There are two teams. Say a hero from team one dies. The trigger needs to find the closest point owned by this team to revive the unit there.
My respawn points are points I placed. I think I can use preplaced units, but it should be possible with set points more easily, shouldn't it?
And I want closest point to unit death. It would also be good to know how to do a good revive for heros - the revive action of triggers seems to be quite good or should I take care with it?
As far as I know, if you used units to represent the control points, you could do my proposed triggers and be done with it. If you don't want that, then you'll have to set a variable array into those control points and then test every point in a loop to see which one is the shortest.
Rollback Post to RevisionRollBack
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Then I will probably make the respawn points units. Would be nice if you could present me a more thorough version of the trigger tho, as points are really a bit annoying to me.
Also I slowly need a proper revive system. Currently my units are losing all their attribute points when I revive them. I use a single veterancy for all my heros and add attributes via a trigger whenever they level up. Their starting attributes are also added when they are created. For that I have behaviors that give 1 attribute point that can stack.
Would it save work if I make a different veterancy for each hero and add their starting attributes with a behavior that is different for each unit, or would that rather increase the work?
The only problem I have - I can't get the position of a unit that dies. I think it's because if a unit dies it's gone and thus it doesn't have a position anymore. That already broke my neck when I tried to make a flag carrying unit drop the flag on death (I can't use items for that).
I guess it's a problem with my condition - I want the flag object to spawn when a unit carrying the flag dies, but obviously it can't check for the behavior when the unit died. I guess I can solve this via a death effect on the flag behavior that spawns the unit.
The "revive at closest spawn point" trigger works fine tho.
Now I just need to find a good system for the attributes not getting reset when reviving.
Edit: Got my stuff working so far - now I need a good hero selection and a way to display the victory points of each side constantly. Aside from this I only need to add heros and items and the game is ready to go.
I could really need some help with a few things here.
I have a hero selection - it opens a dialog at the start of the game. When you click a button the abilities of the hero get displayed in a second dialog and there is an "accept" button. I need a way to disable the hero after it was picked for the team - problem is mostly if two people have the same hero description open and one selects it, the other will even if the button becomes unavailable be able to click "accept".
I still need a way to display the victory points on each side. They are just a global variable.
Just hide the second dialog box with the "accept" button if a player has it open on a hero that is already selected.
For points, create another dialog, put some labels on it, "Points" "team 1:" "team 2:" Then next to the team 1 and 2 lables, create 2 more labels, and set them to a variable. Then when score is changed, convert your variable which represents score to text, and then change the text of the dialog items to the value of the score variable.
You should look at "Genesis: KOTH" for some ideas if you need them. There isn't a lot of polish, but it has all of the working features of a KOTH game.
I got the points display working - I just made it an "repeat forever" trigger that updates the VP constantly.
As for the hero selection - the question is how I can determine if someone has the dialog of a picked hero open or not? I don't want the dialog to close every time someone picks a hero as that would be very annoying.
is there a wait in your repeat forever? or do you actually use a periodic trigger? looping endlessly through an action is a very bad idea.
I pick hero A, you show me dialog A ( which are his skills) you must have something somewhere that knows that I am clicking hero A, to show me the dialog for hero A skills. If someone picks hero A, hide dialog box skills for hero A for all players.
There is a wait in the repeat forever, 0,5 seconds.
It's not that easy - the dialog opening for hero A is the same dialog as for hero B/C and so on - the dialog items get their text from an array and when you click a hero button that array gets set to certain values to display the right text for each hero.
you should still be able to hide the dialog box for all players who currently have the picked hero selected. Then the hero they picked will be disabled; when they click on a new hero, the skills for that hero should pop up.
In conjunction with my other similar named thread in the data section, I want to ask what would be a good and reliable way to do the trigger part of this.
More Information:
My map has 6 control points. I want people to cast an ability X seconds to claim a control point. After claiming it, a certain time should need to pass until they capture the control point, but it should happen automatically. When captured, a control point should give resources periodically and 'victory points'. If a hero dies, he should be revived at the closest captured control point.
The flag should work a similar way. People shall cast an ability X seconds to pick up the flag. Capturing it is done by bringing it to a captured control point. Capturing shall also grant victory points.
Further I need a lot of things which I can't do myself.
Of course I can live without the latter two, but the first 3 would really be nice.
For a start it would also be nice how to make a revive trigger which revives my heros at the closest point IF they own the corresponding control point.
There are two teams. Say a hero from team one dies. The trigger needs to find the closest point owned by this team to revive the unit there.
@Scythe1250: Go
Closest point to the hero or farthest from the hero's base?
If control points were units and you intend the hero to spawn to the nearest control point...
Use Position of [Unit]...
Unit being the Closest unit to [Point] in [Unit Group].
Point being the position of the hero.
Unit Group being the group of control points owned by hero.
What do you think?
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
My respawn points are points I placed. I think I can use preplaced units, but it should be possible with set points more easily, shouldn't it?
And I want closest point to unit death. It would also be good to know how to do a good revive for heros - the revive action of triggers seems to be quite good or should I take care with it?
@Scythe1250: Go
As far as I know, if you used units to represent the control points, you could do my proposed triggers and be done with it. If you don't want that, then you'll have to set a variable array into those control points and then test every point in a loop to see which one is the shortest.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Then I will probably make the respawn points units. Would be nice if you could present me a more thorough version of the trigger tho, as points are really a bit annoying to me.
Also I slowly need a proper revive system. Currently my units are losing all their attribute points when I revive them. I use a single veterancy for all my heros and add attributes via a trigger whenever they level up. Their starting attributes are also added when they are created. For that I have behaviors that give 1 attribute point that can stack.
Would it save work if I make a different veterancy for each hero and add their starting attributes with a behavior that is different for each unit, or would that rather increase the work?
@Scythe1250: Go
Copy that exactly. Also, I don't know much about reviving, but I'll try later tonight, after classes.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
The only problem I have - I can't get the position of a unit that dies. I think it's because if a unit dies it's gone and thus it doesn't have a position anymore. That already broke my neck when I tried to make a flag carrying unit drop the flag on death (I can't use items for that).
It works for me. Store it in a variable asap?
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
It works for me. Store it in a variable asap?
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
I guess it's a problem with my condition - I want the flag object to spawn when a unit carrying the flag dies, but obviously it can't check for the behavior when the unit died. I guess I can solve this via a death effect on the flag behavior that spawns the unit.
The "revive at closest spawn point" trigger works fine tho.
Now I just need to find a good system for the attributes not getting reset when reviving.
Edit: Got my stuff working so far - now I need a good hero selection and a way to display the victory points of each side constantly. Aside from this I only need to add heros and items and the game is ready to go.
I could really need some help with a few things here.
Just hide the second dialog box with the "accept" button if a player has it open on a hero that is already selected.
For points, create another dialog, put some labels on it, "Points" "team 1:" "team 2:" Then next to the team 1 and 2 lables, create 2 more labels, and set them to a variable. Then when score is changed, convert your variable which represents score to text, and then change the text of the dialog items to the value of the score variable.
You should look at "Genesis: KOTH" for some ideas if you need them. There isn't a lot of polish, but it has all of the working features of a KOTH game.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I got the points display working - I just made it an "repeat forever" trigger that updates the VP constantly.
As for the hero selection - the question is how I can determine if someone has the dialog of a picked hero open or not? I don't want the dialog to close every time someone picks a hero as that would be very annoying.
is there a wait in your repeat forever? or do you actually use a periodic trigger? looping endlessly through an action is a very bad idea.
I pick hero A, you show me dialog A ( which are his skills) you must have something somewhere that knows that I am clicking hero A, to show me the dialog for hero A skills. If someone picks hero A, hide dialog box skills for hero A for all players.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
There is a wait in the repeat forever, 0,5 seconds.
It's not that easy - the dialog opening for hero A is the same dialog as for hero B/C and so on - the dialog items get their text from an array and when you click a hero button that array gets set to certain values to display the right text for each hero.
Or would it still work this way?
you should still be able to hide the dialog box for all players who currently have the picked hero selected. Then the hero they picked will be disabled; when they click on a new hero, the skills for that hero should pop up.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418