Right, I just realized this; I have two maps that need/can use the same system... but in different ways.
Ghost Infiltration: That's perfect.
City of Horrors: I just need to check if any Infected are within a radius of 36, and have them attack the last position of the player (If the player doesn't have a Behavior on them.) Plus set a Ping on that position to all other players within a radius of 36, lasting for three seconds.
How can I change up that trigger Bibendus made, and turn it into the City of Horrors version.
I have no idea because I've barely scratched the surface of banks.
SaveBankfileEventsGame-PlayerAnyPlayertypesachatmessagecontaining"-saveBank",matchingExactlyLocalVariablesConditionsActionsPlayerGroup-Pickeachplayerin(ActivePlayers)anddo(Actions)ActionsBank-Preloadandsynchronizebank"CityofHorrorsSC2BankFile"forplayer(Pickedplayer)UI-Display"Initializing Bank Files..."for(Allplayers)toSubtitleareaBank-Openbank"CityofHorrorsSC2BankFile"forplayer(Triggeringplayer)UnitGroup-Pickeachunitin(AnyunitsinHeroesownedbyplayer(Triggeringplayer)matchingExcluded:Missile,Dead,Hidden,withatmost1)anddo(Actions)ActionsBank-Storeunit(Pickedunit)as"SurvivorHero"ofsection"SurvivorLoad"inbank(Lastopenedbank)
Team 1: Player 1 and 2 get the roles of the Base, the rest get to pick a Hero.
Team 2: Player 7 and 8 get the roles of the Base, the rest get to pick a Hero.
The Bases, like he said could have minerals with unlimited supply. HOWEVER: They mine really slowly and don't provide the best income, so instead of Towers; have Mineral Nodes.
Mineral Nodes will act as Pylon, or could even be Pylons. Once captured (Only heroes can capture) they provide power to build towers and give income.
The Income will provide 250 minerals to the Base and 50 to the heroes (each of course). This will drastically help if you can capture the enemies'.
Neutral Mineral Nodes in the middle of the map would provide sufficient challenge to capture them.
If one team has more nodes than the other, it'll give a really good advantage; it'll be a constant war over those, making it more hard to push lanes.
Simple Hero Abilities, Marine has Grenade as an ability, Ghost has Snipe, Marauder has his Punisher Grenades, and maybe a Warhound hero.
Just some suggestions if anyone were to make a map like this.
Consumables are units of type item, check for other ingame consumables you find in campaign like pickable resources.
They just trigger an effect on pickup.
I meant such as a Potion from Diablo, I need to have it in the Hero Inventory "Bag" and trigger an effect upon use. Anyone have a tutorial for making items in general? I wish to better myself in this field anyways.
Thank you very much Bibendus, this really helps. I've been trying to wrap my head around it for days, haha. I didn't come here until yesterday figuring I could sort it out. >_>
One more question, I know simple Item setup (Create the unit, actor, etc). I made weapon items, armor items, etc. But I don't know how to create consumables. I have an entirely trigger based Hunger System, and I've already got the code to restore it:
HungerSearchEventsEnvironment-PlayerAnyPlayerusesEffectApplyEatingLocalVariablesConditionsActionsUnitGroup-Pickeachunitin(Anyunitsin(Entiremap)ownedbyplayer(Triggeringplayer)matchingRequired:Heroic;Excluded:Missile,Dead,Hidden,withatmost1)anddo(Actions)ActionsUI-Display((Nameofplayer(Triggeringplayer))+": Your Survivor is eating.")for(Playergroup((Triggeringplayer)))toChatareaSound-PlayCrunchyChipsfor(Allplayers)on(Pickedunit)withZoffset0.0(at100.0%volume,skipthefirst0.0seconds)Unit-Pause(Pickedunit)General-Wait2.0GameTimesecondsUnit-Unpause(Pickedunit)UI-Display((Nameofplayer(Triggeringplayer))+": Your Survivor has finished eating...")for(Playergroup((Triggeringplayer)))toChatareaVariable-ModifyHunger[(Triggeringplayer)]:+20UI-Setbossbar(Triggeringplayer)currentvaluetoHunger[(Triggeringplayer)](Dorefreshthebossbar)
I just need to create an item which will be consumed on use, and will create an effect which I can recall here.
I have this code here to check if my Ghost fires his regular gun, but I need to make it realistic. I don't know how to make a condition to check if any unit in the unit group Enemy Units, is within the distance of 18 when the gun is shot. Also, how do you do the <<Code>> or whatever it is?
GhostShootGun?
Events
Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
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 - Order (Picked unit) to ( Attack targeting (Position of (Killing unit))) (Replace Existing Orders)
The model and texture/animations all work properly, they show up in the cutscene editor just fine.
I found out this when making doodads: Duplicate a KorhalSkyscraper model (in the Data/Models Tab) and instead of using the default model, switch to Nova or a Siege Tank.
It'll result in the error of the message log spamming you and a sphere showing up.
I'm asking if anyone knows how to setup a Model (in the Data/Models Tab) to accommodate this Diablo 3 Zombie model from composure.
http://www.sc2mapster.com/assets/parity/
Just noticed you had put the link in the Vehicle Systems thread in the Trigger forums. It's awesome SC2Mapster has a Vehicle tutorial now.
Thanks again for all your help Photoloss.
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I just went through all the pages with my mouth dropped like this:
Amazing work man, I wish I knew how to import some of my models from Blender into SC2.
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Make up your mind! :P
http://www.sc2mapster.com/forums/development/triggers/52069-day-z-style-attack/
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Right, I just realized this; I have two maps that need/can use the same system... but in different ways.
Ghost Infiltration: That's perfect.
City of Horrors: I just need to check if any Infected are within a radius of 36, and have them attack the last position of the player (If the player doesn't have a Behavior on them.) Plus set a Ping on that position to all other players within a radius of 36, lasting for three seconds.
How can I change up that trigger Bibendus made, and turn it into the City of Horrors version.
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Will this code work?
I have no idea because I've barely scratched the surface of banks.
On a side note, I need an opinion on this audio file: http://thorcraftgames.com/MitchelCorruptedFinal.mp3
Yes it's supposed to sound kind of like Radio Static.
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Could always do it this way: 6V6 Hero/Base Arena.
Just some suggestions if anyone were to make a map like this.
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I forgot about this for a while, probably going to skip. >_>
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@BasharTeg: Go
Thank you very much, I'll try it.
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I meant such as a Potion from Diablo, I need to have it in the Hero Inventory "Bag" and trigger an effect upon use. Anyone have a tutorial for making items in general? I wish to better myself in this field anyways.
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Thank you very much Bibendus, this really helps. I've been trying to wrap my head around it for days, haha. I didn't come here until yesterday figuring I could sort it out. >_>
One more question, I know simple Item setup (Create the unit, actor, etc). I made weapon items, armor items, etc. But I don't know how to create consumables. I have an entirely trigger based Hunger System, and I've already got the code to restore it:
I just need to create an item which will be consumed on use, and will create an effect which I can recall here.
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(Distance between (Position of (Unit 1 from Enemy Units)) and (Position of Ghost [18.10, 14.10])) == 12.0
That's what I've gotten so far, now I just need to make it:
Change Unit 1 to the first unit within a distance of 12, while making sure that unit is in Enemy units.
And then be able to store the unit in a Variable...
I have no clue how to find the unit.
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The Entire Map part is the Sound the Alarm part, every unit goes and attacks the ghost.
I need to something like this:
Check if there is ANY unit in Enemy unit within 12 distance of Ghost upon the damaging effect.
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I have this code here to check if my Ghost fires his regular gun, but I need to make it realistic. I don't know how to make a condition to check if any unit in the unit group Enemy Units, is within the distance of 18 when the gun is shot. Also, how do you do the
<<Code>>
or whatever it is?GhostShootGun?
Events
Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
Local Variables
Conditions
(Damaging effect) == Ghost - C-10 Canister Rifle (Damage)
Actions
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 - Order (Picked unit) to ( Attack targeting (Position of (Killing unit))) (Replace Existing Orders)
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http://www.sc2mapster.com/paste/7782/
I don't know how to paste the code here like it is in the paste thread. Isn't it
<<code>>
<<code>>
?0
The model and texture/animations all work properly, they show up in the cutscene editor just fine.
I found out this when making doodads: Duplicate a KorhalSkyscraper model (in the Data/Models Tab) and instead of using the default model, switch to Nova or a Siege Tank. It'll result in the error of the message log spamming you and a sphere showing up.
I'm asking if anyone knows how to setup a Model (in the Data/Models Tab) to accommodate this Diablo 3 Zombie model from composure. http://www.sc2mapster.com/assets/parity/
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Just noticed you had put the link in the Vehicle Systems thread in the Trigger forums. It's awesome SC2Mapster has a Vehicle tutorial now. Thanks again for all your help Photoloss.