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    posted a message on Capture The Flag & Control Points (Trigger Side)

    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.
    Posted in: Triggers
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    posted a message on [Library] Hero Selection v3.0.1 Final

    Is it just me or is the file down?

    I would have liked to use this at least temporarly.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Capture The Flag & Control Points (Trigger Side)

    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.

    Posted in: Triggers
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    posted a message on Capture The Flag & Control Points (Trigger Side)

    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).

    Posted in: Triggers
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    posted a message on Capture The Flag & Control Points (Trigger Side)

    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?

    Posted in: Triggers
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    posted a message on Capture The Flag & Control Points (Trigger Side)

    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?

    Posted in: Triggers
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    posted a message on Capture The Flag & Control Points (Trigger Side)

    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.

    Posted in: Triggers
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    posted a message on Capture The Flag & Control Points (Trigger Side)

    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.

    Posted in: Triggers
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    posted a message on Capture The Flag & Control Points (Data Side)

    Mostly because of the abilities to activate the flag/control point. The rest I want to do with triggers. I thought someone could help me understand smart command and give a good example of how the abilities have to look like to work smoothly with triggers.

    Posted in: Data
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    posted a message on Capture The Flag & Control Points (Data Side)

    Anyone?

    Posted in: Data
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    posted a message on Altering Buff model height?

    You can also create an actor event.

    Actor Creation

    Set Height +0.2

    Or any other value. This only works if you are not using site opperations.

    Posted in: Data
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    posted a message on Capture The Flag & Control Points (Data Side)

    For my map I need a flag and control points. Both should be activated after a X second channel time. It would be prefered if both are units (or structures) and you can start activating them via right-click (aka smart command).

    I know that if you right-click an enemy unit smart command makes you attack it and if you right-click an allied unit and have repair and it's repairable you repair it. So it should be possible to make units start activating the flag or control point when you rightclick them.

    I also am not sure whats the best way to go about the things that happen after activation. The flag should be carried by the person activating it and the control points should be converted the way it works in WoW. (Activating a control point flags it for your team but doesn't grant you anything - only if you hold it for a certain time it will start granting you things. If an enemy flags your control point and you activate it again it is instantly reset to the state in which it grants things.)

    What would be the smoothest approach?

    Posted in: Data
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    posted a message on Cooldown Reduction (Easiest Way)

    VERY IMPORTANT:
    In Behavior Buff Modifications there is an entry under "Behavior" named RATE MULTIPLIER ARRAY - this is cooldown reduction IN ITSELF. If you modify the value of "Cooldown" in this array to 2 all cooldowns will cool down twice as fast! It doesn't change the number on cooldowns, but it's a small price to save yourself massive trigger work.

    Posted in: Triggers
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    posted a message on Should I use local variables for most (if not all) the triggers?

    I would go with locals where you can. Depending on the amount of globals you have, use them either only when it's necessary, or if you have very few, where it's convenient.

    Posted in: Triggers
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    posted a message on Cooldown Reduction (Easiest Way)
    Quote from Kueken531: Go

    @OP: You can easily make a generalized function, that works for any spell. You can get the triggering ability command, get the ability ID from there, use catalogs to read out the cooldown link and cooldown amount and calculate stuff with it.

    It could probably look somewhat like this. Tested and seems to work correctly. However, this would trigger for a ton of abilities, you probably want to implement a whitelist of abilities (or units), rather than excluding everything you don't want to trigger it.

    I can't get this to work, e.g. I dont even know what variable you used for "ability" and I cannot get the 3rd set variable action to what you made.

    P.S.: If you provide me the trigger in a map that would be great. It can be made to trigger for every ability, as my current project only has heros and no other units. And every hero will probably have cooldown reduction in some way.

    By the way - if you use "add cooldown to unit ability" and enter a negative value it does indeed reduce the cooldown by the specified value. I just want to clarify that this works.

    Posted in: Triggers
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