Hi, I'm noob here, so I am having trouble creating a trigger for 'rounds'. For example Round 1 ends when there is one player left, and then Round 2 commences. I know how I could count who wins the rounds but just can't seem to be able to create them.
Thanks.
I am making a DOTA style map, and I want one of my heroes to be a Lenassa Dark Templar (the one with the single blade) how can I make it so that I only get that model, and not the Zer'ati Dark Templar (Scythe Blade)?
Great tutorial as ever OneTwo! They always end up blowing my mind in one way or another.
Also, you said in the video that the skybox would not be hidden for other players. Have you found a solution to that or do you know a thread that could help, because I would love to use that system for my (very amateur) multiplayer TPS map.
Thanks, it seems to be working now. Although, whenever a unit re-enters a region, it creates a new timer window underneath the one that was told to be destroyed when the unit leaves a region.
Hi, I'm relatively new to the mapmaking side of StarCraft. I'm making a 'King of the Hill' map. It's a game where players have to capture an area of the map and hold it for a certain amount of time. I am having a little trouble with the victory conditions, though. I want to make it so that whenever a unit enters a region, it starts a timer, and when that ends, it ends game in victory for the owner of the unit. I also want to make it so that when a unit leaves the region, it aborts the timer and cancels the Victory. The problem is that whenever the unit leaves the region, it doesn't destroy or stop the timer, and it still ends in victory when it expires!
Trigger 1:
Events
-Unit - Any Unit Enters (Hill)
Local Variables
Conditions
-((Unit type of (Triggering unit)) is Hero) == true
-((Triggering unit) is in (Hill)) == true
Actions
-UI - Display "Somebody is King" for (All players) to Subtitle area
-Timer - Start Timer 1 as a One Shot timer that will expire in 20 game time seconds
-Timer - Create timer window for Timer 1 with title 'remaining time'
-Timer - Show Timer 1 Window for (All Players)
-General - Wait for Timer 1 to have 0.0 seconds remaining
-Timer - Destroy timer window for Timer 1
-Game - End game in Victory for player (Owner of (Triggering Unit)) (Show dialogs, show score screen)
Trigger 2:
-Events
-Unit - Any Unit leaves Hill
Local Variables
Conditions
-((Unit type of (triggering unit)) is Hero) == true
-((Triggering unit) is in 'Hill') == false
Actions
-Timer - Destroy Timer 1 Window
-Timer - Hide Timer 1 Window for (All Players)
-UI - Display "The king has abdicated" for (All Players) to Subtitle area
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@LosTacos: Go
Thanks, this has helped a lot.
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Hi, I'm noob here, so I am having trouble creating a trigger for 'rounds'. For example Round 1 ends when there is one player left, and then Round 2 commences. I know how I could count who wins the rounds but just can't seem to be able to create them. Thanks.
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@zeldarules28:
Thanks, it turns out that Zer'ati is 0 and Lenasssa is 1, thanks!
Also, your sig led me to a tutorial that seems to cover most of the other problems I have, thanks for that too! ^^
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I am making a DOTA style map, and I want one of my heroes to be a Lenassa Dark Templar (the one with the single blade) how can I make it so that I only get that model, and not the Zer'ati Dark Templar (Scythe Blade)?
0
Great tutorial as ever OneTwo! They always end up blowing my mind in one way or another.
Also, you said in the video that the skybox would not be hidden for other players. Have you found a solution to that or do you know a thread that could help, because I would love to use that system for my (very amateur) multiplayer TPS map.
0
@Usernameisntworking
Thanks, it seems to be working now. Although, whenever a unit re-enters a region, it creates a new timer window underneath the one that was told to be destroyed when the unit leaves a region.
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@caspersc
All done! :)
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Hi, I'm relatively new to the mapmaking side of StarCraft. I'm making a 'King of the Hill' map. It's a game where players have to capture an area of the map and hold it for a certain amount of time. I am having a little trouble with the victory conditions, though. I want to make it so that whenever a unit enters a region, it starts a timer, and when that ends, it ends game in victory for the owner of the unit. I also want to make it so that when a unit leaves the region, it aborts the timer and cancels the Victory. The problem is that whenever the unit leaves the region, it doesn't destroy or stop the timer, and it still ends in victory when it expires!
Trigger 1:
Events
-Unit - Any Unit Enters (Hill)
Local Variables
Conditions
-((Unit type of (Triggering unit)) is Hero) == true
-((Triggering unit) is in (Hill)) == true
Actions
-UI - Display "Somebody is King" for (All players) to Subtitle area
-Timer - Start Timer 1 as a One Shot timer that will expire in 20 game time seconds
-Timer - Create timer window for Timer 1 with title 'remaining time'
-Timer - Show Timer 1 Window for (All Players)
-General - Wait for Timer 1 to have 0.0 seconds remaining
-Timer - Destroy timer window for Timer 1
-Game - End game in Victory for player (Owner of (Triggering Unit)) (Show dialogs, show score screen)
Trigger 2:
-Events
-Unit - Any Unit leaves Hill
Local Variables
Conditions
-((Unit type of (triggering unit)) is Hero) == true
-((Triggering unit) is in 'Hill') == false
Actions
-Timer - Destroy Timer 1 Window
-Timer - Hide Timer 1 Window for (All Players)
-UI - Display "The king has abdicated" for (All Players) to Subtitle area
Thanks for the help :D