<<reply 172560>>Hello again...i seem to be having a problem with this trigger...im testing it as a single player againt units that give 1 minerals each (to 8 players) and therefore expecting 8 minerals to come to me since theres only 1 player and its only giving me 2-3 minerals each time i make a kill...i cant for the life of me figure out why its not working...any help would be appreciated right now i have
Kill Cash
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
Variable - Modify The "Pot": + 8
and
Shared Minerals
Events
Unit - Any Unit dies
Local Variables
Conditions
The "Pot" >= (Number of players in (Active Players))
(Owner of (Triggering unit)) == 9
Actions
General - While (Conditions) are true, do (Actions)
Conditions
The "Pot" >= (Number of players in (Active Players))
Actions
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Player - Modify player (Picked player) Minerals: Add 1
Variable - Modify The "Pot": - 1
@Berrala: GoThx so much for this. I havent actually put together the trigger for this yet in hopes that someone would answer my plea for a better functioning trigger and what you have provided me with appears to be the perfect solution for my task at hand. Im probably going to implement this new trigger tonight before i go to bed so i dont forget and i will definatley be putting your name in the credits. (Please PM me if you do not want your name disclosed on my map though). Hopefully this new TD will end up better than expected and hopefully it will be released soon. Im only having troubles with the upgrades now cuz im unsure how to make custom upgrades and i havent a clue how to modify upgrade cost....
@Berrala: GoThanks alot for this solution. I was think of doing something similar to this myself. I was thinking give all minerals to a neutral play then have a trigger that says
Event:
Any Unit Is Killed
Condition:
Player 9 Has Minerals =>8
Action:
Give 1 mineral to each active player (will be expressed as a repeating if then else statement to confirm active or not)
That way once the player has more than 8 minerals it will give 1 to each active player and if only 3 people are playing then the computer will keep the other 5 minerals and give them out again once his minerls reach more than 8
Hello SC2 Community, Im making a new TD map right now and im having troubles with a certain trigger. The map will support up to 8 players but it will be functionals with any number of players ranging from 1-8. Im choosing to give the map shared minerals since minerals per kill causes expert player to leave every other player defenseless and not getting any kills at all making the map less enjoyable for less experienced players. Im stuck trying to make a system that will divide all minerals gained equally between all player playing. In my past TD maps ive simply done
Event:
Any Unit Dies
Condition:
Owner Of Triggering Unit=7 or 8 (computer players)
Actions:
Give 1 Mineral To Player 1
Give 1 Mineral To Player 2
(etc)
Thats Not the exact wording from the trigger editor but u get the point. Either way this will not work in my current map since The fewer players are playing the less total minerals will go around. If anyone knows anything that could help me i would appreciate all the help i can get Thx!!!
One of my favorite maps in SC1 was sand castle defense and I decided to make my own version for SC2. I just finished the beta version and its now public on battle.net. Search Sand Castle Defense to find it. More features will be added as i continue to update it. The game is almsot identical to the SC1 version exept for the fact that units spawn in a master spawn area instead of by each building. The map suports up to 3v3 and has many upgraded features including a text activated gate that holds units in ur base until you are ready to release them and supports the possibility of infinite income instead of max 12 like SC1. Please comment your thoughs and any issues you find while playing or sujestions for improvments
@gizmachu: Go Hey Gizmachu, I had the same problem myself but i just found out how to fix it and even made an account just to tell you and everyone else how to do it incase they were wondering. Click on "map" on the top bar and pick "Object Groups..." from the drop down menu. Then click on "units" at the top and you can rename your group there. Hope this helps and good luck on your map :D
0
<<reply 172560>>Hello again...i seem to be having a problem with this trigger...im testing it as a single player againt units that give 1 minerals each (to 8 players) and therefore expecting 8 minerals to come to me since theres only 1 player and its only giving me 2-3 minerals each time i make a kill...i cant for the life of me figure out why its not working...any help would be appreciated right now i have
Kill Cash
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
Variable - Modify The "Pot": + 8
and
Shared Minerals
Events
Unit - Any Unit dies
Local Variables
Conditions
The "Pot" >= (Number of players in (Active Players))
(Owner of (Triggering unit)) == 9
Actions
General - While (Conditions) are true, do (Actions)
Conditions
The "Pot" >= (Number of players in (Active Players))
Actions
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Player - Modify player (Picked player) Minerals: Add 1
Variable - Modify The "Pot": - 1
0
@Berrala: GoThx so much for this. I havent actually put together the trigger for this yet in hopes that someone would answer my plea for a better functioning trigger and what you have provided me with appears to be the perfect solution for my task at hand. Im probably going to implement this new trigger tonight before i go to bed so i dont forget and i will definatley be putting your name in the credits. (Please PM me if you do not want your name disclosed on my map though). Hopefully this new TD will end up better than expected and hopefully it will be released soon. Im only having troubles with the upgrades now cuz im unsure how to make custom upgrades and i havent a clue how to modify upgrade cost....
0
@Berrala: GoThanks alot for this solution. I was think of doing something similar to this myself. I was thinking give all minerals to a neutral play then have a trigger that says Event: Any Unit Is Killed Condition: Player 9 Has Minerals =>8 Action: Give 1 mineral to each active player (will be expressed as a repeating if then else statement to confirm active or not)
That way once the player has more than 8 minerals it will give 1 to each active player and if only 3 people are playing then the computer will keep the other 5 minerals and give them out again once his minerls reach more than 8
0
Hello SC2 Community, Im making a new TD map right now and im having troubles with a certain trigger. The map will support up to 8 players but it will be functionals with any number of players ranging from 1-8. Im choosing to give the map shared minerals since minerals per kill causes expert player to leave every other player defenseless and not getting any kills at all making the map less enjoyable for less experienced players. Im stuck trying to make a system that will divide all minerals gained equally between all player playing. In my past TD maps ive simply done
Event: Any Unit Dies Condition: Owner Of Triggering Unit=7 or 8 (computer players) Actions: Give 1 Mineral To Player 1 Give 1 Mineral To Player 2 (etc)
Thats Not the exact wording from the trigger editor but u get the point. Either way this will not work in my current map since The fewer players are playing the less total minerals will go around. If anyone knows anything that could help me i would appreciate all the help i can get Thx!!!
0
One of my favorite maps in SC1 was sand castle defense and I decided to make my own version for SC2. I just finished the beta version and its now public on battle.net. Search Sand Castle Defense to find it. More features will be added as i continue to update it. The game is almsot identical to the SC1 version exept for the fact that units spawn in a master spawn area instead of by each building. The map suports up to 3v3 and has many upgraded features including a text activated gate that holds units in ur base until you are ready to release them and supports the possibility of infinite income instead of max 12 like SC1. Please comment your thoughs and any issues you find while playing or sujestions for improvments
0
@gizmachu: Go Hey Gizmachu, I had the same problem myself but i just found out how to fix it and even made an account just to tell you and everyone else how to do it incase they were wondering. Click on "map" on the top bar and pick "Object Groups..." from the drop down menu. Then click on "units" at the top and you can rename your group there. Hope this helps and good luck on your map :D