This thread will be dedicated to the map, if you have any questions on how I did something like a trigger, or anything that you see in the map, please ask me in this thread.
I will be posting updates on the map in this thread, with the most current update to be in this main post.
Map: Zone Control Advanced
Players: 4 Player FFA or 2v2
Description: The original Zone Control, but buffed up! Much more to do and to control than the classic, use strategy to take down your opponents!
The style of gameplay comes from the original Zone Control but advances from it.
Instead of using bunkers and having a Science Vessel flying around, you use Pylon's and use a probe to build them.
Not only do units spawn on your Pylons, as they did to the bunkers in the original, but you can now warp in a Marine, a Zealot, or a Zergling into your zones for the cost of minerals for reinforcements.
There are 100 upgrades in total for each upgrade, but no unit abilities as of yet.
There is a center unit, in the middle of the map, that spawns randomly every 10-20 seconds. Killing this unit obtains you 5 full minerals (That's equivalent to killing 5 Marines.) So the beginning of the game is going to be controlling the center of the map, and get people who turtle out of the game quickly.
There are Proton Cannons instead of bunkers, which kill Marines in 1 hit, until marines get their 10th Armor upgrade.
You can also build Proton Cannons for a hefty 300 Minerals... I will be watching to see what tweaks need to be made for balance sakes.
And there you have it folks!
This is a message to all testers, if you play the map and have a good game, PLEASE save the replay and upload it, and post the link to the replay in here! I'd LOVE to see it so I can balance the game to perfection! Thank you for all that help!
Wow... Alright, so I had a bit too much wine when I read Masters post..lol
Now that I'm sobered up and actually read it logically, I understood where it was coming from, and I can understand why it's difficult to explain.
But, I have good news, I've figured out how to find out which Research folder is equal to which research you want, unless it's just a coincidence...
Anyways, back to what I was saying,
Under the Ability Commands Research Tree, you'll notice that there are 30 total research commands. Well, those upgrades that you have access to are matched to the command number.
If that was confusing to read let me put it simply:
Infantry Weapon 3 is located under command line 5, so you would go to the Data Reference table and scroll down to folder 5, this is the sheet you need to edit to get the effect for Infantry Weapon 3...
I've finally figured it out, and in the process has ruined 16 Hours of work and *Counts* 16 separate triggers... And that was just for player 1. T_T
Going to finish up the editing of the upgrades and go ahead and go cry myself to sleep.... Lol
Can you please explain the process in getting a simple Infantry Weapon Upgrade to have 100 Levels with accumulating cost... I'm slightly confused on this process. I was looking through the Data editor for 6 hours and wasn't able to find a system that worked like I needed it to.
Posted this on B.net forums. If ANYONE is looking on how to get upgrades up to a certain level with a change in cost, IE Upgrade 1 is 5 Minerals, but upgrade 2 costs 10 minerals, please look at my triggers! They work perfectly!
Alright, first off you need an integer set to the price you want the upgrade to start at, for instance I used 5 as my starting price (Going to up it to 20 start here in a sec.)
Keep in mind I'm still messing with the triggers so that people can see how much it currently costs for the upgrade.
There are 4 Triggers in total as of right now.
Variable 1 = 5 <Integer>
Trigger 1:
Event - Cyber-Core is selected by player 1
Action - Display button 1 with text "Upgrade Infantry Weapons" at left of screen with offset (50,0) (Run Trigger 2 when button is clicked)
- Display "The cost of upgrades increase with every purchase." For (Player Group (1)) in Chat Area
- Display "Cost of Infantry Upgrade:" for (Player Group (1)) in Chat Area
- Display (Convert Integer to Text)(Variable 1)) for (Player Group (1)) in Chat Area
- Dialog - Show Button 1
- Stop All Instances of Current Trigger
Trigger 2:
Condition - (Returns whether triggering player has at least (Variable 1(Minerals)) and (0(Gas)) == True
Actions - Modify triggering player's Minerals: Subtract Variable 1
- Tech Tree Add 1 to Terran Infantry Weapons upgrade for Triggering Player
- Set Variable 1 = (Variable 1 + 5) Comment: This increases the integer by 5 with each purchase.
- Clear all messages for (Player Group(1))
- Run Trigger 5 (Don't wait)
- Stop All Instances (Current Trigger)
Trigger 3:
Events - Cyber-Core is Deselected by Player 1
Actions - Hide Button 1
- Clear all messages for (Player Group (1))
- Stop all instances (Current Trigger)
Trigger 4:
Actions - Display "The cost of upgrades increase with every purchase." For (Player Group (1)) in Chat Area
- Display "Cost of Infantry Upgrade:" for (Player Group (1)) in Chat Area
- Display (Convert Integer to Text)(Variable 1)) for (Player Group (1)) in Chat Area
I'm a freaking genius. :D
Also, if you need any help please post what you exactly want to do and I'll help you out.
I'm trying to make it so that every time that someone purchases an upgrade, the cost goes up by 5 minerals... I've looked in both the Triggers and Data pad through hundreds of different theory's on what could work, and after 6 hours of looking through these, have found nothing...
0
@Sherubii: Go
Version 1.03 is now up with a few updates.
v1.03
0
@Sherubii: Go
Version 1.02 is up! Map is now 100% playable!
New version includes:
0
Things I need to fix or change:
This is what I will be working on today.
0
Youtube Video:
Map Download Link: http:www.sc2mapster.com/maps/zone-control-advanced/
Screenshots: http://i4.photobucket.com/albums/y148/Shanaki/Starcraft%20II%20Beta/Screenshot012.jpg?t=1272818226 http://i4.photobucket.com/albums/y148/Shanaki/Starcraft%20II%20Beta/Screenshot014.jpg?t=1272818222 http://i4.photobucket.com/albums/y148/Shanaki/Starcraft%20II%20Beta/Screenshot011.jpg?t=1272818230
This thread will be dedicated to the map, if you have any questions on how I did something like a trigger, or anything that you see in the map, please ask me in this thread.
I will be posting updates on the map in this thread, with the most current update to be in this main post.
Map: Zone Control Advanced
Players: 4 Player FFA or 2v2
Description: The original Zone Control, but buffed up! Much more to do and to control than the classic, use strategy to take down your opponents!
Current Triggers:
695 Actions 465 Conditions 205 Events 98 Folders 1,057 Function Calls 209 Triggers 81 Variables
Style:
The style of gameplay comes from the original Zone Control but advances from it.
Instead of using bunkers and having a Science Vessel flying around, you use Pylon's and use a probe to build them.
Not only do units spawn on your Pylons, as they did to the bunkers in the original, but you can now warp in a Marine, a Zealot, or a Zergling into your zones for the cost of minerals for reinforcements.
There are 100 upgrades in total for each upgrade, but no unit abilities as of yet.
There is a center unit, in the middle of the map, that spawns randomly every 10-20 seconds. Killing this unit obtains you 5 full minerals (That's equivalent to killing 5 Marines.) So the beginning of the game is going to be controlling the center of the map, and get people who turtle out of the game quickly.
There are Proton Cannons instead of bunkers, which kill Marines in 1 hit, until marines get their 10th Armor upgrade.
You can also build Proton Cannons for a hefty 300 Minerals... I will be watching to see what tweaks need to be made for balance sakes.
And there you have it folks!
This is a message to all testers, if you play the map and have a good game, PLEASE save the replay and upload it, and post the link to the replay in here! I'd LOVE to see it so I can balance the game to perfection! Thank you for all that help!
0
@crazyfingers619: Go
Wow... Alright, so I had a bit too much wine when I read Masters post..lol
Now that I'm sobered up and actually read it logically, I understood where it was coming from, and I can understand why it's difficult to explain.
But, I have good news, I've figured out how to find out which Research folder is equal to which research you want, unless it's just a coincidence...
Anyways, back to what I was saying,
Under the Ability Commands Research Tree, you'll notice that there are 30 total research commands. Well, those upgrades that you have access to are matched to the command number.
If that was confusing to read let me put it simply:
Infantry Weapon 3 is located under command line 5, so you would go to the Data Reference table and scroll down to folder 5, this is the sheet you need to edit to get the effect for Infantry Weapon 3...
I've finally figured it out, and in the process has ruined 16 Hours of work and *Counts* 16 separate triggers... And that was just for player 1. T_T
Going to finish up the editing of the upgrades and go ahead and go cry myself to sleep.... Lol
0
@ Master
Can you please explain the process in getting a simple Infantry Weapon Upgrade to have 100 Levels with accumulating cost... I'm slightly confused on this process. I was looking through the Data editor for 6 hours and wasn't able to find a system that worked like I needed it to.
0
Explain? Lol
0
Posted this on B.net forums. If ANYONE is looking on how to get upgrades up to a certain level with a change in cost, IE Upgrade 1 is 5 Minerals, but upgrade 2 costs 10 minerals, please look at my triggers! They work perfectly!
Alright, first off you need an integer set to the price you want the upgrade to start at, for instance I used 5 as my starting price (Going to up it to 20 start here in a sec.)
Keep in mind I'm still messing with the triggers so that people can see how much it currently costs for the upgrade.
There are 4 Triggers in total as of right now.
Variable 1 = 5 <Integer>
Trigger 1:
Event - Cyber-Core is selected by player 1 Action - Display button 1 with text "Upgrade Infantry Weapons" at left of screen with offset (50,0) (Run Trigger 2 when button is clicked) - Display "The cost of upgrades increase with every purchase." For (Player Group (1)) in Chat Area - Display "Cost of Infantry Upgrade:" for (Player Group (1)) in Chat Area - Display (Convert Integer to Text)(Variable 1)) for (Player Group (1)) in Chat Area - Dialog - Show Button 1 - Stop All Instances of Current Trigger
Trigger 2:
Condition - (Returns whether triggering player has at least (Variable 1(Minerals)) and (0(Gas)) == True Actions - Modify triggering player's Minerals: Subtract Variable 1 - Tech Tree Add 1 to Terran Infantry Weapons upgrade for Triggering Player - Set Variable 1 = (Variable 1 + 5) Comment: This increases the integer by 5 with each purchase. - Clear all messages for (Player Group(1)) - Run Trigger 5 (Don't wait) - Stop All Instances (Current Trigger)
Trigger 3:
Events - Cyber-Core is Deselected by Player 1 Actions - Hide Button 1 - Clear all messages for (Player Group (1)) - Stop all instances (Current Trigger)
Trigger 4:
Actions - Display "The cost of upgrades increase with every purchase." For (Player Group (1)) in Chat Area - Display "Cost of Infantry Upgrade:" for (Player Group (1)) in Chat Area - Display (Convert Integer to Text)(Variable 1)) for (Player Group (1)) in Chat Area
I'm a freaking genius. :D
Also, if you need any help please post what you exactly want to do and I'll help you out.
0
I'm trying to make it so that every time that someone purchases an upgrade, the cost goes up by 5 minerals... I've looked in both the Triggers and Data pad through hundreds of different theory's on what could work, and after 6 hours of looking through these, have found nothing...
Can I get any help here? Lol