That's what I was thinking. And you can use a simple morph ability for the gate. This can be triggered through the trigger editor if you want it to. Just make a morph ability from open gate -> closed gate and vice versa.
Sorry dude, but that reeks way too much of this for me to like it. Sounds like a dime a dozen, nothing I'd really like to encourage. It's very The Fray-meets-Death-Cab.
I agree. He should throw some Skrillex-ish dubstep in there for a change, to get away from the mainstream.
Create a region around the place where your unit will spawn. Everytime a unit enters the region, add triggering unit to a unit group. Everytime it leaves, substract triggering unit from the unit group. When your trigger fires, move all units from the unit group to a point outside the region. That is, before your gate spawns.
Made a trigger like this not too long ago. It creates a 'ready' button, when it's pressed it modifies a variable, displays the current value of that variable (as text, informing the players how many people have, in your case, chosen a hero. Each time, it checks if the integer has reached 8, and when it has, it starts the map. In your case you need to wait for two people to press the 'choose button', and then start the map. So what you need to do is the following:
To fade out, just create an action in your map init trigger that fades out for all players. Problem is that AFAIK, you can't fade out for a single player.
Create an integer called 'total chosen' or whatever.
You will also need to create two actions that fires on map init. There you must add player 1 to playergroup[1] and player 2 to playergroup[2] with the 'add player to playergroup' action. We need to do this to hide the 'chooser dialog' from the triggering player.
Also, when the player has chosen, you can, instead of hiding the dialog itself, destroy all of the buttons and set the dialog text to 'waiting for second player'' or whatever.
Mozared: Occasionaly posting in threads he considers stupid in a snide manner to subtly let posters know his opinion without throwing out a shitstorm since 1965
Almost all of the shapes have some kind of glowing effect on them. My main problem is that it seems like this effect prevents me from tinting a shape. Is there any way of doing this, or is it simply impossible to tint a shape? Only thing I've achieved so far is to tint it white.
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@TheAlmaity: Go
I forgot about google. Damn
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What's the difference?
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@DaanSterk: Go
No prob :)
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@Nerfpl: Go
That's what I was thinking. And you can use a simple morph ability for the gate. This can be triggered through the trigger editor if you want it to. Just make a morph ability from open gate -> closed gate and vice versa.
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I agree. He should throw some Skrillex-ish dubstep in there for a change, to get away from the mainstream.
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@nickthegreat2468: Go
Create a region around the place where your unit will spawn. Everytime a unit enters the region, add triggering unit to a unit group. Everytime it leaves, substract triggering unit from the unit group. When your trigger fires, move all units from the unit group to a point outside the region. That is, before your gate spawns.
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@DaanSterk: Go
Made a trigger like this not too long ago. It creates a 'ready' button, when it's pressed it modifies a variable, displays the current value of that variable (as text, informing the players how many people have, in your case, chosen a hero. Each time, it checks if the integer has reached 8, and when it has, it starts the map. In your case you need to wait for two people to press the 'choose button', and then start the map. So what you need to do is the following:
To fade out, just create an action in your map init trigger that fades out for all players. Problem is that AFAIK, you can't fade out for a single player.
Create an integer called 'total chosen' or whatever.
You will also need to create two actions that fires on map init. There you must add player 1 to playergroup[1] and player 2 to playergroup[2] with the 'add player to playergroup' action. We need to do this to hide the 'chooser dialog' from the triggering player.
Then add these extra actions to your trigger
Also, when the player has chosen, you can, instead of hiding the dialog itself, destroy all of the buttons and set the dialog text to 'waiting for second player'' or whatever.
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@Mozared: Go
Mozared: Occasionaly posting in threads he considers stupid in a snide manner to subtly let posters know his opinion without throwing out a shitstorm since 1965
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You obv. know how to use arrays and stuff.
Create 2 points (at the place you want your heroes to spawn)
Create a variable called 'spawn point of player', set it to 'point' and set it to an array of 2.
Make a 'set variable' action that sets point 1 = spawn point of player[1]
Make a 'set variable' action that sets point 2 = spawn point of player[2]
Now you have two points in one variable and we can use the 'triggering player' as a reference
Under the choose button action simple substitute the 'point 001' with the variable 'spawn point of player[triggering player]'
If triggering player = 1, it will spawn at your first point, and if triggering player = 2 it will spawn at your second point.
Hope it's simple, was too lazy to do it in the editor
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My problem is that the 'cube' shape is modified heavily by team colours so I need to disable them
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How do I stop units from being tinted with player colors? Is there some flag?
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Almost all of the shapes have some kind of glowing effect on them. My main problem is that it seems like this effect prevents me from tinting a shape. Is there any way of doing this, or is it simply impossible to tint a shape? Only thing I've achieved so far is to tint it white.
EDIT: Never mind, I f'd up the events+.
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Mods as in moderators or moderations?
TBH, if you mean moderators, it doesn't seem worthy of the effort that would be put into it to me. Once again; my opinion, not the world's :D
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Hate to sound criticial, but to me, it seems like a concept that would die out in about one week :(