I am trying to make a turn based battle system where when I bring my guy to a beacon. it moves my hero over to an arena like area and makes me invulnerable and spawns enemies based on a roll like for a roll of 1-3 1 would spawn 2 marines 2 would spawn 2 firebats and 3 would spawn 1 marine and 1 firebat. the way I want it to work is that I have 20 secs to kill the enemy while they can't kill me. then once the timer expires the roles are switched untill I kill them and win that battle or they kill me and i lose the battle and game. So far I have working the part where I get a guy in the attack menu area.
but what i can't figure out is how to make a timer window that counts down from 20 and then makes me killable and somehow i have to target the units that were made and make them unkillable, and so on till they are dead.
At some point I plan to make the attack menu into a dialog, but first I want it to work by stepping on a beacon, unless it would be easier to go straight to dialogs?
Have you spoken to the original creator(s) (Nanaki and Endarire) about this remake?
No would not know how, and i doubt they are still active. I just plan to have my friend redo the terrain, I do the triggers and for the credits give it to them and only add what I and my friend did. Unless of course I change enough of the map to make it more my own like maybe change the story line completely in which case I give them credit for giving me the idea to begin with.
If you're interested in remaking a starcraft 1 map, a trigger-by-trigger conversion is probably not the ideal method. It would probably be easier for you to both develop the map and receive help if you describe a particular "function" you want (like, for example, "When I kill 100 units, I win the game")
I think thats the way I am going to do it. as spoken by Zeldarules28. So in this case I need to know how to go about doing the triggers as such. So first I need a unit known as the Party controlled by player red. That player moves that unit around and randomly enters a battle. The game has a turn based battle system. meaning each of the 4 players who are in the game each get a guy in an area that has 3 beacons one called Items one called Attack and one called Special Abilities. One everybody has either attacked or used a special ability, the game then takes each of the 4 players "heroes" and places them in another arena area. and a timer starts say 15 secs. In that time the 4 players are invulnerable and the enemies are not so they attack the enemies. After 15 secs are up the roles switch and the enemies become invulnerable and the players can be attacked. At the end of that timer the 4 players get the guy back at the first area. One the battle is over the group is returned to where they were when the battle started controlled by red who controls the Party unit. that is the basics of the game. Once i cam make that work I can do the next part of the game which I will describe when the time comes
I am thinking of remaking the map Fath and Destiny from starcraft 1. However I have no idea how to remake the triggers with the starcraft 2 editor. The map in question has a trigger as text doc but it does not help me. the following is the first 2 triggers in the document. I have no idea how to make those into starcraft 2 relative triggers if it is even possible. If it is i could link the whole document for someone to rewrite the triggers for SC2. Also if this is not the place to ask this question tell me where is the best place to ask it
Not sure where the best spot for this question is, but If I wanted to make a map say a volcano escape, is there a way to make lava flow along the patch that the escapers have to run? or am I stuck with the SC1 style of using zerglings?
That seems to be working for me... Thanks so much. On another note is it possible or easy to make a region follow a unit? that way the watchers can follow the units movement more smoothly then having to pan the camera when it moves from one region to the next?
I backspaced what i did before the error, but maybe you can figure out what i am trying to do and possibly tell me if what i am attempting is possible.
if need be i will try getting the error to come back lol
I did something to as close to that as i could and when i try testing it it comes up with an error
PlayerGroupLoopBegin(PlayerGroupAll());
while (!PlayerGroupLoopDone()) {
if ((PlayerGroupActive() == PlayerGroupSingle(gv_observers))) {
PlayerGroupAdd(gv_observers, 0);
PlayerGroupAdd(gv_observers, 1);
PlayerGroupAdd(gv_observers, 2);
PlayerGroupAdd(gv_observers, 3);
PlayerGroupAdd(gv_observers, 4);
}
else {
something in that mumble jumble is preventing it from saving
I am having some problems with my map and was hoping some one here could help me...
How do i make a revealer for the people that are not playing but watching? What i have tried: creating a revealer for players 1 and 4 (the watchers) it works offline, but as soon as i upload it, it does not create the revelers. If i need to i can upload the map for people to look at. Thanks
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@Charysmatic: Go
i will try that thanks
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I am trying to make a turn based battle system where when I bring my guy to a beacon. it moves my hero over to an arena like area and makes me invulnerable and spawns enemies based on a roll like for a roll of 1-3 1 would spawn 2 marines 2 would spawn 2 firebats and 3 would spawn 1 marine and 1 firebat. the way I want it to work is that I have 20 secs to kill the enemy while they can't kill me. then once the timer expires the roles are switched untill I kill them and win that battle or they kill me and i lose the battle and game. So far I have working the part where I get a guy in the attack menu area.
but what i can't figure out is how to make a timer window that counts down from 20 and then makes me killable and somehow i have to target the units that were made and make them unkillable, and so on till they are dead.
At some point I plan to make the attack menu into a dialog, but first I want it to work by stepping on a beacon, unless it would be easier to go straight to dialogs?
0
@OneSoga: Go
No would not know how, and i doubt they are still active. I just plan to have my friend redo the terrain, I do the triggers and for the credits give it to them and only add what I and my friend did. Unless of course I change enough of the map to make it more my own like maybe change the story line completely in which case I give them credit for giving me the idea to begin with.
0
I think thats the way I am going to do it. as spoken by Zeldarules28. So in this case I need to know how to go about doing the triggers as such. So first I need a unit known as the Party controlled by player red. That player moves that unit around and randomly enters a battle. The game has a turn based battle system. meaning each of the 4 players who are in the game each get a guy in an area that has 3 beacons one called Items one called Attack and one called Special Abilities. One everybody has either attacked or used a special ability, the game then takes each of the 4 players "heroes" and places them in another arena area. and a timer starts say 15 secs. In that time the 4 players are invulnerable and the enemies are not so they attack the enemies. After 15 secs are up the roles switch and the enemies become invulnerable and the players can be attacked. At the end of that timer the 4 players get the guy back at the first area. One the battle is over the group is returned to where they were when the battle started controlled by red who controls the Party unit. that is the basics of the game. Once i cam make that work I can do the next part of the game which I will describe when the time comes
0
I am thinking of remaking the map Fath and Destiny from starcraft 1. However I have no idea how to remake the triggers with the starcraft 2 editor. The map in question has a trigger as text doc but it does not help me. the following is the first 2 triggers in the document. I have no idea how to make those into starcraft 2 relative triggers if it is even possible. If it is i could link the whole document for someone to rewrite the triggers for SC2. Also if this is not the place to ask this question tell me where is the best place to ask it
Trigger("Player 1"){ Conditions: Bring("Player 1", "Protoss Dark Templar", "Vl", At least, 1); Deaths("Player 2", "Protoss Interceptor", Exactly, 99); Deaths("Player 6", "Terran Goliath", Exactly, 0);
Actions: Set Switch("Switch255", clear); Set Deaths("Player 2", "Protoss Interceptor", Set To, 0); }
-------------Trigger("Player 1"){ Conditions: Deaths("Player 2", "Protoss Interceptor", Exactly, 99); Deaths("Player 6", "Terran Goliath", At least, 1);
Actions: Set Deaths("Player 2", "Protoss Interceptor", Set To, 0); }
-------------0
I was wondering how would i go about making a probe able to build say a supply depot?
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@Mozared: Go
What is the trigger setup that allows the lava to rise like that?
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How hard would it be to recreate the warcraft 3 Video Game RPG in the starcraft 2 editor?
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Not sure where the best spot for this question is, but If I wanted to make a map say a volcano escape, is there a way to make lava flow along the patch that the escapers have to run? or am I stuck with the SC1 style of using zerglings?
0
That seems to be working for me... Thanks so much. On another note is it possible or easy to make a region follow a unit? that way the watchers can follow the units movement more smoothly then having to pan the camera when it moves from one region to the next?
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@DrHu: Go
The condition is that the player is in the game... basically right from the start. The players that move is computer controlled
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I backspaced what i did before the error, but maybe you can figure out what i am trying to do and possibly tell me if what i am attempting is possible.
if need be i will try getting the error to come back lol
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@DrHu: Go
I did something to as close to that as i could and when i try testing it it comes up with an error
PlayerGroupLoopBegin(PlayerGroupAll()); while (!PlayerGroupLoopDone()) { if ((PlayerGroupActive() == PlayerGroupSingle(gv_observers))) { PlayerGroupAdd(gv_observers, 0); PlayerGroupAdd(gv_observers, 1); PlayerGroupAdd(gv_observers, 2); PlayerGroupAdd(gv_observers, 3); PlayerGroupAdd(gv_observers, 4); } else { something in that mumble jumble is preventing it from saving
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how exactly do i go about adding the observers to the playergroup?
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I am having some problems with my map and was hoping some one here could help me...
How do i make a revealer for the people that are not playing but watching? What i have tried: creating a revealer for players 1 and 4 (the watchers) it works offline, but as soon as i upload it, it does not create the revelers. If i need to i can upload the map for people to look at. Thanks