Hey everyone, I am getting very close to my first planned build of my map being finished. It is a pretty basic build that does not rely super heavily on any super complicated triggering. Before I finish however I need to define a player attribute that will allow people playing the game to select their faction. I have tried following online guides and made posts here, but often they skip over basic steps I don't know how to do.
I am thus putting the request out there for someone who is able to work with me at least once one on one over Skype to help talk me through the player attribute process. I'm worried if I don't get over this hump soon, my map will not reach its first build before I am thoroughly engrossed in law school. If you are willing to help me with this last step please comment or PM me. You would have my eternal gratitude!
Hey Knallerton, thanks for the advice. I would like to make it so that the selection process is like a song of an ice and fire, where the color selection is actually used to select what faction your using. Is there a way to adapt this method to do that?
How do I allow people in the lobby to select what player/faction they are going to play, I would like it to work like the the Song of Ice and Fire arcade game lobby.
Hey everyone I just wanted your feedback on what was the best way to do unit trading, currently I am leaning on letting players decide price (via the vanilla trade function) and creating an ability for every unit I want to be transferable where you can select a specific strucutre (there "capitol") belonging to a player you want to transfer control to. Does anyone else have a good way of doing this via triggers (such as a region or point attached to a unit?) if so please let me know!
Hey guys I am having problems doing a couple of triggers. Right now the big one is I am trying to get a trigger that will fire every thirty seconds that will subtract a portion of the income generated by a building owned by a play who is allied with a specific player and add that amount to their ally (basically a reoccurring tribute). In practice there will be six players, five of whom will lose money why the other gains. My current idea is to have a data table for the buildings that generate income. The trigger will use an if then statement that should basically function like this: If a player who is (2-6) are allied with player 1, then for every structure in (unit group taken from data table) give a player (2-6 negative 15 of resource) and player 1 (15 of resource). I am posting my attempt so far and would appreciate feedback on how to make So far my attempts to make this happen have come out trigger wise like this:
"UntitledTrigger001
Events
TriggerAddEventTimePeriodic(30.0, c_timeGame)
Local Variables
R = 0 <int>
A = 0 <int>
Humanity = (PlayerGroupEmpty()) <playergroup>
Conditions
Actions
ForEachInteger(A, 1, 6, 1)
actions
IfThenElse()
if
Comparison((PlayerStatus(A)), ==, c_playerStatusActive)
Comparison((PlayerGroupAlliance(c_playerGroupAlly, 1)), ==, Humanity)
then
PlayerGroupAdd(Humanity, {0})
ForEachPlayerInGroup(A, Humanity)
actions
GivePlayerResources((UnitGetPosition(Imperial Palace Security Center [90.50, 246.50])), 2, 25, null, null, 1)
else"
Hey Mozared I have monkeyed around with the sight blocker doodads and confirmed they do not block air units. Right not I am considering either reducing the line of sight of air units drastically or reducing their vision height to 0. Currently I am leaning towards reducing the vision height to zero. I am also considering making a trigger that fires when a unit in one region fires into another, but I am having problem defining the event. Thanks for both of your guys help though, and if you have any feedback on the other steps I am trying to take please let me know!
Hey everyone, I am trying to remake the old war game from sc 1 ROTD. In this game there were 13 planets that were physcially proximate to each other on the map, but used sightline, triggers, and cliffs to prevent units from physically walking between them. I have replicated most of this with no fly zones and no pathing, but cannot figure out how to block sightline anyway that does not involve the doodad. I am concerned that flying units will be able to shoot over the boundaries of each "planet" and could use some adivce on how to block sight between two points seperated by an artificial line. Thanks in advance for any help!
Hey everyone, I am a zero experience map maker trying to remake rule of the dollar a semi popular player driven space diplomacy map from SC1. Link to SC 1 version here. I am willing to work with others to make this happen, particularity on terrain and triggers where i have the least experience. If someone is willing to do an extensive conversion and a decent amount of work independently I have a roughly 80$ budget to work with that I will spend a varying amount on depending on the work.
If anyone is interested in helping please let me know!
0
Hey everyone, I am getting very close to my first planned build of my map being finished. It is a pretty basic build that does not rely super heavily on any super complicated triggering. Before I finish however I need to define a player attribute that will allow people playing the game to select their faction. I have tried following online guides and made posts here, but often they skip over basic steps I don't know how to do.
I am thus putting the request out there for someone who is able to work with me at least once one on one over Skype to help talk me through the player attribute process. I'm worried if I don't get over this hump soon, my map will not reach its first build before I am thoroughly engrossed in law school. If you are willing to help me with this last step please comment or PM me. You would have my eternal gratitude!
0
Hey Knallerton, thanks for the advice. I would like to make it so that the selection process is like a song of an ice and fire, where the color selection is actually used to select what faction your using. Is there a way to adapt this method to do that?
0
How do I allow people in the lobby to select what player/faction they are going to play, I would like it to work like the the Song of Ice and Fire arcade game lobby.
0
How would you set this up trigger wise?
0
Hey everyone I just wanted your feedback on what was the best way to do unit trading, currently I am leaning on letting players decide price (via the vanilla trade function) and creating an ability for every unit I want to be transferable where you can select a specific strucutre (there "capitol") belonging to a player you want to transfer control to. Does anyone else have a good way of doing this via triggers (such as a region or point attached to a unit?) if so please let me know!
0
Hey guys I am having problems doing a couple of triggers. Right now the big one is I am trying to get a trigger that will fire every thirty seconds that will subtract a portion of the income generated by a building owned by a play who is allied with a specific player and add that amount to their ally (basically a reoccurring tribute). In practice there will be six players, five of whom will lose money why the other gains. My current idea is to have a data table for the buildings that generate income. The trigger will use an if then statement that should basically function like this: If a player who is (2-6) are allied with player 1, then for every structure in (unit group taken from data table) give a player (2-6 negative 15 of resource) and player 1 (15 of resource). I am posting my attempt so far and would appreciate feedback on how to make So far my attempts to make this happen have come out trigger wise like this:
"UntitledTrigger001 Events TriggerAddEventTimePeriodic(30.0, c_timeGame) Local Variables R = 0 <int> A = 0 <int> Humanity = (PlayerGroupEmpty()) <playergroup> Conditions Actions ForEachInteger(A, 1, 6, 1) actions IfThenElse() if Comparison((PlayerStatus(A)), ==, c_playerStatusActive) Comparison((PlayerGroupAlliance(c_playerGroupAlly, 1)), ==, Humanity) then PlayerGroupAdd(Humanity, {0}) ForEachPlayerInGroup(A, Humanity) actions GivePlayerResources((UnitGetPosition(Imperial Palace Security Center [90.50, 246.50])), 2, 25, null, null, 1) else"
0
Hey Mozared I have monkeyed around with the sight blocker doodads and confirmed they do not block air units. Right not I am considering either reducing the line of sight of air units drastically or reducing their vision height to 0. Currently I am leaning towards reducing the vision height to zero. I am also considering making a trigger that fires when a unit in one region fires into another, but I am having problem defining the event. Thanks for both of your guys help though, and if you have any feedback on the other steps I am trying to take please let me know!
0
Hey everyone, I am trying to remake the old war game from sc 1 ROTD. In this game there were 13 planets that were physcially proximate to each other on the map, but used sightline, triggers, and cliffs to prevent units from physically walking between them. I have replicated most of this with no fly zones and no pathing, but cannot figure out how to block sightline anyway that does not involve the doodad. I am concerned that flying units will be able to shoot over the boundaries of each "planet" and could use some adivce on how to block sight between two points seperated by an artificial line. Thanks in advance for any help!
0
Hey everyone, I am a zero experience map maker trying to remake rule of the dollar a semi popular player driven space diplomacy map from SC1. Link to SC 1 version here. I am willing to work with others to make this happen, particularity on terrain and triggers where i have the least experience. If someone is willing to do an extensive conversion and a decent amount of work independently I have a roughly 80$ budget to work with that I will spend a varying amount on depending on the work.
If anyone is interested in helping please let me know!