I think i dont need that one after another system. All players can choose unit sametime. Now i need it when all players is select unit. Game unpause all units. Or is it better way make timer? And how i make player win game when all others players units are dead? Game is FFA.
SBeier: You ask why i set that player team. I didnt find (Or i am blind) option specific player. So i set that player team. It work. Game is FFA
Only dialog hide dont work. So my trigger code is now.
Players select unit one after another. Exp: Player 1 select marine. Then player 2 choose unit. But if there is player who is not playing. It cant give turn to next player. Here trigger code.
Edit: I notice it doesnt hide dialog anymore. Strange. It worked sometime.
EventsDialog-AnyDialogItemisusedbyPlayer1witheventtypeClickedLocalVariablesConditionsOrConditions(Useddialogitem)==MarineNappi(Useddialogitem)==MarauderNappi(Useddialogitem)==ReaperNappiActionsGeneral-Switch(Actions)dependingon(Useddialogitem)CasesGeneral-If(MarineNappi)ActionsGeneral-Repeat(Actions)30timesActionsUnit-Create1Marineforplayer(Triggeringplayer)at(CenterofPelaaja1MiniFFA)usingdefaultfacing(NoOptions)UnitGroup-Add(Lastcreatedunit)toPelaaja1GrouppiMiniFFAUI-Display((Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))+" Choose Marine.")for(Playersonteam2)toSubtitleareaUnitGroup-PickeachunitinPelaaja1GrouppiMiniFFAanddo(Actions)ActionsUnit-Pause(Pickedunit)General-If(MarauderNappi)ActionsGeneral-Repeat(Actions)15timesActionsUnit-Create1Marauderforplayer(Triggeringplayer)at(CenterofPelaaja1MiniFFA)usingdefaultfacing(NoOptions)UnitGroup-Add(Lastcreatedunit)toPelaaja1GrouppiMiniFFAUI-Display((Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))+" Choose Marauder.")for(Playersonteam2)toSubtitleareaUnitGroup-PickeachunitinPelaaja1GrouppiMiniFFAanddo(Actions)ActionsUnit-Pause(Pickedunit)General-If(ReaperNappi)ActionsGeneral-Repeat(Actions)30timesActionsUnit-Create1Reaperforplayer(Triggeringplayer)at(CenterofPelaaja1MiniFFA)usingdefaultfacing(NoOptions)UnitGroup-Add(Lastcreatedunit)toPelaaja1GrouppiMiniFFAUI-Display((Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))+" Choose Reaper.")for(Playersonteam2)toSubtitleareaUnitGroup-PickeachunitinPelaaja1GrouppiMiniFFAanddo(Actions)ActionsUnit-Pause(Pickedunit)DefaultDialog-HideYksikkovalintafor(Playergroup((Triggeringplayer)))General-If(Conditions)thendo(Actions)elsedo(Actions)If(Statusofplayer2)==PlayingThenDialog-ShowYksikkovalintafor(Playersonteam2)UI-Display((Text(Nameofplayer2)withcolor(Color((Currentplayer2color))))+" Choose unit. Please wait.")for(Allplayers)toSubtitleareaElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Statusofplayer3)==PlayingThenDialog-ShowYksikkovalintafor(Playersonteam3)UI-Display((Text(Nameofplayer3)withcolor(Color((Currentplayer3color))))+" Choose unit. Please wait.")for(Allplayers)toSubtitleareaElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Statusofplayer4)==PlayingThenDialog-ShowYksikkovalintafor(Playersonteam4)UI-Display((Text(Nameofplayer4)withcolor(Color((Currentplayer4color))))+" Choose unit. Please wait.")for(Allplayers)toSubtitleareaElseUnitGroup-PickeachunitinPelaaja1GrouppiMiniFFAanddo(Actions)ActionsUnit-Unpause(Pickedunit)UnitGroup-PickeachunitinPelaaja2GrouppiMiniFFAanddo(Actions)ActionsUnit-Unpause(Pickedunit)UnitGroup-PickeachunitinPelaaja3GrouppiMiniFFAanddo(Actions)ActionsUnit-Unpause(Pickedunit)UnitGroup-PickeachunitinPelaaja4GrouppiMiniFFAanddo(Actions)ActionsUnit-Unpause(Pickedunit)UI-Display"Game has started!"for(Allplayers)toSubtitlearea
Oh there is one more problem. I have visibility trigger that doest run if player kill self.
Events
Unit - Any Unit dies
Local Variables
Conditions
(Unit type of (Triggering unit)) == Sniper
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Killing unit) != No Unit
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Killing unit)) != (Owner of (Triggering unit))
Then
Variable - Modify Score[(Owner of (Killing unit))]: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Owner of (Killing unit)) to (Text(Score[(Owner of (Killing unit))]))
UI - Display ((Text (Name of player (Owner of (Killing unit))) with color (Color((Current player (Owner of (Killing unit)) color)))) + (" Killed " + (Text (Name of player (Owner of (Triggering unit))) with color (Color((Current player (Owner of (Triggering unit)) colo for (All players) to Subtitle area
Visibility - Reveal Näytä Sniper Arena for player (Owner of (Triggering unit)) for 32767.0 seconds and Do Not check cliff level
When hellion enter goal region. Player got 1 mineral. Mineral works laps. I need score to leaderboard, when player collect 3 mineral first, it get 3 point to leaderboard. Second who collect 3 minerals, get 2 point. Third 1 point.
I think this can make this way. When first get 3 mineral give it 3 points to player, and turn off trigger ''First points'' and Turn on trigger ''Second points'' and player get second place turn off trigger ''Second points'' turn on trigger ''Third points''
I need trigger when player is collect 3 mineral. Give him to leaderboarder x points, and i set that turn on/off system.
I hope this is clear. If there is better way. Sure you can share that info. :D
I find way how make this work. Thanks to all for help. Here is trigger code.
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 1) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 2) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 3) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 4) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 4 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 5) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 5 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 6) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 7) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 7 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 8) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 8 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
0
I think i dont need that one after another system. All players can choose unit sametime. Now i need it when all players is select unit. Game unpause all units. Or is it better way make timer? And how i make player win game when all others players units are dead? Game is FFA.
SBeier: You ask why i set that player team. I didnt find (Or i am blind) option specific player. So i set that player team. It work. Game is FFA
Only dialog hide dont work. So my trigger code is now.
I make every player own dialog choose, because units cant spawn same region.
0
Can you say, how i fix this? One way is, i move default triggers to buttons. But that mean again, i have alot wok then.
0
I noticed that, all triggers what are in default. It doesn't run them. What wrong my triggers is? Why it doesn't run deafault triggers?
0
Players select unit one after another. Exp: Player 1 select marine. Then player 2 choose unit. But if there is player who is not playing. It cant give turn to next player. Here trigger code.
Edit: I notice it doesnt hide dialog anymore. Strange. It worked sometime.
0
Ok thanks now i know where set chase range. So its not possible set follow range specific unit?
0
Where i can set unit chase range? Example Zerglin attacking unit when it come close. Is there possible change too, how long unit chase?
0
Thanks again. Didnt thought it work in else.
0
Oh there is one more problem. I have visibility trigger that doest run if player kill self.
Events
Unit - Any Unit dies
Local Variables
Conditions
(Unit type of (Triggering unit)) == Sniper
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Killing unit) != No Unit
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Killing unit)) != (Owner of (Triggering unit))
Then
Variable - Modify Score[(Owner of (Killing unit))]: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Owner of (Killing unit)) to (Text(Score[(Owner of (Killing unit))]))
UI - Display ((Text (Name of player (Owner of (Killing unit))) with color (Color((Current player (Owner of (Killing unit)) color)))) + (" Killed " + (Text (Name of player (Owner of (Triggering unit))) with color (Color((Current player (Owner of (Triggering unit)) colo for (All players) to Subtitle area
Visibility - Reveal Näytä Sniper Arena for player (Owner of (Triggering unit)) for 32767.0 seconds and Do Not check cliff level
Else
Else
0
Its work. Thanks. :)
0
My kill point work well, but there is one problem. If player kill himself, he get point for that too. How prevent get point self kill?
Events
Unit - Any Unit dies
Local Variables
Conditions
(Unit type of (Triggering unit)) == Sniper
Actions
Variable - Modify Score[(Owner of (Killing unit))]: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Owner of (Killing unit)) to (Text(Score[(Owner of (Killing unit))]))
0
I try make self and i dont know why this dont work. Here is trigger code. It set player minerals to 0, but not give leaderboarder 3 points.
Events
Unit - Any Unit Enters Maali
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 8, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player (Picked integer) has at least 3 and at least 0) == True
Then
Variable - Modify Score[(Picked integer)]: + 3
Player - Modify player (Picked integer) Minerals: Set To 0
Trigger - Turn (Current trigger) Off
Else
0
When hellion enter goal region. Player got 1 mineral. Mineral works laps. I need score to leaderboard, when player collect 3 mineral first, it get 3 point to leaderboard. Second who collect 3 minerals, get 2 point. Third 1 point.
I think this can make this way. When first get 3 mineral give it 3 points to player, and turn off trigger ''First points'' and Turn on trigger ''Second points'' and player get second place turn off trigger ''Second points'' turn on trigger ''Third points''
I need trigger when player is collect 3 mineral. Give him to leaderboarder x points, and i set that turn on/off system.
I hope this is clear. If there is better way. Sure you can share that info. :D
0
@CrazyTwigman: Go
Ok. Thanks to hint. :)
0
I find way how make this work. Thanks to all for help. Here is trigger code.
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 1) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If (Status of player 2) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 3) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 4) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 4 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 5) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 5 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 6) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 7) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 7 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player 8) == Unused
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 8 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
0
@iE4TM4PS: Go
Can you give that trigger code? It is easier find.