- Joined
- Dec 23, 2019
- Messages
- 4
So, I’ve been working on a custom map / game mode for a while. It’s basically supposed to feel like a regular 4v4 Warcraft 3 mode which uses the standard maps (Goldrush to begin with) except instead of picking between Alliance / Horde / Scourge / Sentinel, you pick a commander rather like the commanders in Starcraft 2. These commanders have bonus units, upgrades and abilities that fit into their flavor but they also come with draw backs such as missing units, which is why it’s going to be a 4v4 mode, so that allies can fill in the gaps in army compositions.
This also means that players will be able to enjoy all the cool campaign factions such as blood elves, draenei, satyr, demons, fel orcs, goblins, ogres ect-ect.
So, I’ve made great progress in the areas that I’m comfortable with. That’s creating and balancing the commanders. These are:
Uther, Muradin, Kael’thas, Jaina, Chen, Jennalla, Grom, Thrall, Cairne, Vol’jin, Gazlowe, Arthas, Kel’thuzard, Mal’ganis, Anub’arak, Magtheridon, Sylvanas, Malfurion, Tyrande, Maiev, Illidan, Akama and Vashj.
Anyway, my current trigger/script issue is how do I allow players to pick their commander easily / cleanly? Sounds simple? I thought so too, but I’m having trouble with it. If anyone can provide a solution I’d be very thankful.
Currently I have removed starting units/buildings for all players and replaced them with an indestructible farm which has training buttons for the commanders. After 60 seconds I enforce defeat/victory conditions and remove the farm, which should give absent players or players who took too long to pick, the defeat popup.
So, for the commander picker buttons, I have the following trigger.
Events:
Player - Button for Research Uther the Lightbringer pressed.
Conditions:
(Triggering player) Equal to Player 1 (Red)
Actions:
Unit - Remove Commander Selection from the game.
Wait 1.00 Seconds
Unit - Create 1 Townhall (Uther) for Player 1 (Red) at Center of Red Start) (ect)
Unit - Create 5 Peasant (Uther) for Player 1 (Red) at Center of Red Start) (ect)
Obviously, this doesn’t work, probably because the game doesn’t recognise the triggering player as the person who pressed the button.
My first question is, is this even the best approach for doing this sort of thing? I have many commanders and only a limited number of button slots in the building, so if I do this approach, I’m going to have to have several of these commander selection farm buildings for each player. Is there a way to have more “pages” of buttons which you can cycle through?
My second question is, how do I make this work as intended?
My third question is, is there a better solution?
I have since considered having a zone where players walk onto pads to select the commanders, however that involves editing and expanding the actual map. I could do this, but ideally I wanted to be able to leave the vanilla maps (such as Goldrush) as they are, without adding an extra area on the side for commander selection. It's not the end of the world if I have to do that, but I wonder if there's a "cleaner" way?
This also means that players will be able to enjoy all the cool campaign factions such as blood elves, draenei, satyr, demons, fel orcs, goblins, ogres ect-ect.
So, I’ve made great progress in the areas that I’m comfortable with. That’s creating and balancing the commanders. These are:
Uther, Muradin, Kael’thas, Jaina, Chen, Jennalla, Grom, Thrall, Cairne, Vol’jin, Gazlowe, Arthas, Kel’thuzard, Mal’ganis, Anub’arak, Magtheridon, Sylvanas, Malfurion, Tyrande, Maiev, Illidan, Akama and Vashj.
Anyway, my current trigger/script issue is how do I allow players to pick their commander easily / cleanly? Sounds simple? I thought so too, but I’m having trouble with it. If anyone can provide a solution I’d be very thankful.
Currently I have removed starting units/buildings for all players and replaced them with an indestructible farm which has training buttons for the commanders. After 60 seconds I enforce defeat/victory conditions and remove the farm, which should give absent players or players who took too long to pick, the defeat popup.
So, for the commander picker buttons, I have the following trigger.
Events:
Player - Button for Research Uther the Lightbringer pressed.
Conditions:
(Triggering player) Equal to Player 1 (Red)
Actions:
Unit - Remove Commander Selection from the game.
Wait 1.00 Seconds
Unit - Create 1 Townhall (Uther) for Player 1 (Red) at Center of Red Start) (ect)
Unit - Create 5 Peasant (Uther) for Player 1 (Red) at Center of Red Start) (ect)
Obviously, this doesn’t work, probably because the game doesn’t recognise the triggering player as the person who pressed the button.
My first question is, is this even the best approach for doing this sort of thing? I have many commanders and only a limited number of button slots in the building, so if I do this approach, I’m going to have to have several of these commander selection farm buildings for each player. Is there a way to have more “pages” of buttons which you can cycle through?
My second question is, how do I make this work as intended?
My third question is, is there a better solution?
I have since considered having a zone where players walk onto pads to select the commanders, however that involves editing and expanding the actual map. I could do this, but ideally I wanted to be able to leave the vanilla maps (such as Goldrush) as they are, without adding an extra area on the side for commander selection. It's not the end of the world if I have to do that, but I wonder if there's a "cleaner" way?