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    posted a message on Racially based "Kill Streaks"

    well you can do a couple things. for terrans you can have upgrades to the marines armor and weapons bringing them closer to a zealot level and better able to stand toe to toe with zealots. say each level brings them closer till the marines are speced to stand toe to toe.
    for protoss you can increase the zealots charge rate and open up dark zealots with cloaking ability to counter act the marines being buffed. each level upgrade bringing them higher

    for zerg you can speed up the lings and make em able to close the gap and attack alot quicker. maybe add in custom air units to help them counter the toss and terran air to ground

    Posted in: Miscellaneous Development
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    posted a message on Terrazine Canisters

    @user_877009:

    im away from my laptop but would say try opening that campaign map in the editor and see how they did it. how ive learned alot so far.

    Posted in: Miscellaneous Development
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    posted a message on tug map, double spawning units

    the following code is called by a timer every 30 seconds, but for some reason instead of creating 2 zealots and 1 stalker with one of each required buildings its creating doubles.      

      Unit Group - Pick each unit in (Any units in (Entire map) owned by player Team1Turn[0] matching (No Value), with at most Any Amount) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Unit type of (Picked unit)) == Forge
                        Then
                            Unit - Create 2 Zealot for player 8 at Start Location 008 facing Start Location 007 (No Options)
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Unit type of (Picked unit)) == Pylon
                                Then
                                    Unit - Create 1 Stalker for player 8 at Start Location 008 facing Start Location 007 (No Options)
                                Else
                    Unit - Order all units in (Any units in (Entire map) owned by player 8 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to ( Attack targeting Start Location 007) (Replace Existing Orders)

    Posted in: Miscellaneous Development
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    posted a message on Tug Map Help

    found an answer that works, what do you guys think?
    this is just the part to spawn team 1s.  there is a variable named Team1Turn[1] that stores whos turn it is to spawn next.

    SpawnTeam1
        Events
        Local Variables
        Conditions
        Actions
            ------- Team 1's spawn worker

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Controller of player Team1Turn[1]) == User
                Then
                    ------- spawn info here

                    Math - Cycle Team1Turn[1] from 1 through 3
                Else
                    Math - Cycle Team1Turn[1] from 1 through 3
                    Trigger - Run SpawnTeam1  (Check Conditions, Don't Wait until it finishes)

    Posted in: Miscellaneous Development
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    posted a message on Tug Map Help

    did  

    if 1 <= playerturn[0] <= 3
    and playerturn[0] == user
    then
    spawn
    playerturn[0] = playerturn[0]+1
    else
    playerturn[0] = 1

    but tryng to figure out how to solve if player 1 or 2 leave game

    Posted in: Miscellaneous Development
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    posted a message on Racially based "Kill Streaks"

    mix it up some. make even levels of the streak stat improvements and odd levels unit unlocks, or maybe have each level award different points and use those points to choose your own stat or unit unlocks?

    Posted in: Miscellaneous Development
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    posted a message on Tug Map Help

    every time the trigger runs <every 30 seconds> only 1 player from each teams units spawn. so id store which players turn is the next spawn. having trouble figuring out how to iterate and store the next active player or loop back to the first active player on the team if the last player is reached.

    Posted in: Miscellaneous Development
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    posted a message on Tug Map Help

    I am having a hard trying to figure out how to iterate through the active players on each team.

    i have an array of size 2 that stores the next players turn but wondering how to find that number.

    ie timer runs for 30 seconds and each time it runs only have 1 player spawn
        player 1, to player 2 to player 3 , if a player leaves or only starts with a certain number of players how to make sure it stays with active players

    Thank you
    Humbrol

    found a answer to rotate through the 3 active players i have on team 1, i use a variable named team1turn[1]
    this rotates/ iterates through all the active user players on the team for the spawn.

    SpawnTeam1
        Events
        Local Variables
        Conditions
        Actions
            ------- Team 1's spawn worker

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Controller of player Team1Turn[1]) == User
                Then
                    ------- spawn info here

                    Math - Cycle Team1Turn[1] from 1 through 3
                Else
                    Math - Cycle Team1Turn[1] from 1 through 3
                    Trigger - Run SpawnTeam1  (Check Conditions, Don't Wait until it finishes)

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    hmm tried searching but having no luck. what im looking for is a basic tug map tutorial from start to finish. have the concept down just looking for the implementation, ie how you scan the builings to see what to build/upgrade units etc.

    Humbrol

    Posted in: Tutorials
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