I've been afraid to play with the AI triggers, I honestly couldn't even tell you what an attack wave is considered.
But as for your double stimming problem, if you wanted to avoid using the data editor, to ruin Human T vs Comp T, you can add an additional line to your trigger, to give the units that just stimmed an additional 10 health. For example:
It isn't foolproof, the units that used stim bellow 30 health, but above 20 would unfairly NOT get their wasted health back, but it makes it so the units that didn't have enough health for stim don't get health back, and the ones above 30 health initially get health back.
Well the thing is that it's a Multiplayer map. So there's basically one inventory for each player in the game. I can't very well pause the itemshop just because ONE player has a full inventory. lol
I'm going to assume you have the same setup that I had. 1 Building, selling to an entire team. Before you get too much further around this, you may want to look at this problem I had, you may have the same problem.
Using Any Region doesn't make sense to me, considering the editor allows you to choose Entire Playable Area and Entire map. It may just be me, but it makes sense that if you could choose Any Region, those would be included.
This does not work. It A- gives the player control of the creeps. B- the player only has control, its not his building, hes still trying to buy for the computer, rather than from the computer. What you just said is the trigger version, to give everything he owns, of the behavior that the building has.
The press any key to continue *should* be used on maps that involve instant action, where you need your attention there right away, rather then whenever it decides to load. For example in the old sc1 game, I cant remember the name, but you had to run with your probe away from a onslaught of zerglings, and make it to the end of the path, blocking them off, pylon jumping over terran addons and such. That is a case where you should use that, because if your hand isn't on the mouse, you lose, instantly. Click when ready, should be exactly that; but I agree, not a way to increase the time people read your loading screen.
So I can't believe I just discovered this problem. :/
I have multiple buildings, controlled by the computer, one on each team. The computers control the creeps, farming mobs, w\e you want to call them; But they also control the buildings that I had all items, and upgrades for their respective teams to buy from. I used the method to emulate a WC3 Shop, from one of the Bifuu tutorials if I remember correctly, if it was someone else's, I apologize.
As a easy debug, just to make sure everything worked, I had all the items cost nothing. My map is nearing completion of the basic setup stages, so I started adding prices in.
Now I find my problem. My buildings are just giving control to the other player, but they are still belonging to the computer. When I try and buy an upgrade, it says 'You cannot spend another Players resources.'. It is trying to spend the computers resources instead of mine for the upgrade. Is there any way I can fix this, short of making all my shops contain dummy abilities, which I can use to run triggers that subtract resources from the player who used it, and then give the unit...? That would be a incredibly massive and annoying undertaking.
No, it's actually a setup where you have to progress into the opponents base, and there are 3 sets of turrets, each progressively stronger. There was no morphing, I placed them all, and none of them move. The missiles still work, but they shoot out of like, the side of the turret, etc.
That being said, thanks for the upgrade thing, I didn't realize you could set an upgrade level like that >.>
Any idea about the single building for multiple peoples upgrades?
Put the weapon on a free rotate turret under the Combat - Weapons + section.
I believe that would work, if not, check the Planetary Fortress, see how it does it. That's where I got this idea.
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I've been afraid to play with the AI triggers, I honestly couldn't even tell you what an attack wave is considered.
But as for your double stimming problem, if you wanted to avoid using the data editor, to ruin Human T vs Comp T, you can add an additional line to your trigger, to give the units that just stimmed an additional 10 health. For example:
It isn't foolproof, the units that used stim bellow 30 health, but above 20 would unfairly NOT get their wasted health back, but it makes it so the units that didn't have enough health for stim don't get health back, and the ones above 30 health initially get health back.
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At least we can make circles. In the first one, if I remember correctly, it was only rectangles.
That asside, if you really want to put some effort into it, just combine multiple regions in the shape of a triangle. Think pixel art.
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@khazr: Go
You, kind sir, are my new best friend. Have my children. :3
It works perfectly now that I made the owner of the building neutral instead of the computer, thank you much.
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I'm going to assume you have the same setup that I had. 1 Building, selling to an entire team. Before you get too much further around this, you may want to look at this problem I had, you may have the same problem.
And if you don't, what you did would be nice to know >.> lol
http://forums.sc2mapster.com/development/map-development/3517-game-breaking-upgrade-problem-qq/
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Using Any Region doesn't make sense to me, considering the editor allows you to choose Entire Playable Area and Entire map. It may just be me, but it makes sense that if you could choose Any Region, those would be included.
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you could go in a frame by frame style Move Unit Instantly Wait 0.3 Move Unit Instantly Wait 0.3 etc
kind of a pain in the ass, but its a workaround
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@Dijall: Go
Mmmm, the problem with this idea, is when people inevitably grief and don't move away from the building, or just leave while on the building.
@s3rius: Go
This does not work. It A- gives the player control of the creeps. B- the player only has control, its not his building, hes still trying to buy for the computer, rather than from the computer. What you just said is the trigger version, to give everything he owns, of the behavior that the building has.
@barakatx2: Go
This idea however, has potential. Still a bit of work, but not nearly as much as recreating dummy abilities.
Thanks everybody for the ideas.
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The press any key to continue *should* be used on maps that involve instant action, where you need your attention there right away, rather then whenever it decides to load. For example in the old sc1 game, I cant remember the name, but you had to run with your probe away from a onslaught of zerglings, and make it to the end of the path, blocking them off, pylon jumping over terran addons and such. That is a case where you should use that, because if your hand isn't on the mouse, you lose, instantly. Click when ready, should be exactly that; but I agree, not a way to increase the time people read your loading screen.
0
So I can't believe I just discovered this problem. :/
I have multiple buildings, controlled by the computer, one on each team. The computers control the creeps, farming mobs, w\e you want to call them; But they also control the buildings that I had all items, and upgrades for their respective teams to buy from. I used the method to emulate a WC3 Shop, from one of the Bifuu tutorials if I remember correctly, if it was someone else's, I apologize.
As a easy debug, just to make sure everything worked, I had all the items cost nothing. My map is nearing completion of the basic setup stages, so I started adding prices in.
Now I find my problem. My buildings are just giving control to the other player, but they are still belonging to the computer. When I try and buy an upgrade, it says 'You cannot spend another Players resources.'. It is trying to spend the computers resources instead of mine for the upgrade. Is there any way I can fix this, short of making all my shops contain dummy abilities, which I can use to run triggers that subtract resources from the player who used it, and then give the unit...? That would be a incredibly massive and annoying undertaking.
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@Mozared: Go
If you run into a wall, or tell them to move closer to the center unit, the formation would be broken like that.
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You would likely need to do Issue Order triggers to attack to an offset of a center unit
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My suggestion is attempt to use the Remove Unit trigger to get rid of the item.
Then remake it where you want it.
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No, it's actually a setup where you have to progress into the opponents base, and there are 3 sets of turrets, each progressively stronger. There was no morphing, I placed them all, and none of them move. The missiles still work, but they shoot out of like, the side of the turret, etc.
That being said, thanks for the upgrade thing, I didn't realize you could set an upgrade level like that >.>
Any idea about the single building for multiple peoples upgrades?
0
Put the weapon on a free rotate turret under the Combat - Weapons + section.
I believe that would work, if not, check the Planetary Fortress, see how it does it. That's where I got this idea.