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Can I create Gods in my map?

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Level 10
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Nov 5, 2008
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Hi!

I am thinking to add a twist to my custom race map. Instead of have each player destroy the other players buildings to win, I thought about have each race start with a "God".

The God is a hero but the model does not exist in the game. Is is just an icon in the top left corner of the map.
The first player who reaches level 10 with their god wins the game!

The God gets experience from:


- enemy killed units anywhere on the map.
- enemy killed buildings anywhere on the map.
- A player can build a specific buildings to increase the God with one level. If the building is destroyed, the god loses his gained level.


Of course, the God has some abilities aswell which can be leveled up and these spells can be casted on the battlefield to aid the units.

My map is rather small and intense, and I want the leveling to go rather fast.
Of course, a player can lose if he looses all his buildings before he levels up.


Is it possible to add this element to my map or do you think it will be to complicated?


Semi question:

1) Can every player start with this God, without the hero has an ingame model?
2) Can "First player who reaches level 10" be a winning condition with trigger?
3) Can a Hero level at the same speed for all ten levels? In TFT, it takes a lot of experience to go from level 9 to level 10, but not much exp to go from level 1 to level 2.
4) Can every player have complete vision over the battlefield on daytime but during night-time, the units own visions comes into play?
5) Can a Hero has it level increased with 1 while a specific building is in play, and if the building is destroyed, the Hero looses a level?
 
Level 10
Joined
Jul 22, 2008
Messages
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You will have to have a model in game if you want a hero icon in the corner although you could simply remove the model file to make your God hero invisible as it were.

The first player who reaches level ten is the winner can be a trigger and is an easy trigger.

You can change the experince on individual units and at the rate at which units can gain experience.

Yes you can make it so every player can see the whole dield and then at night its only unit vision.

(Most of these can be done with basic triggers)
 
You can do this:
  • Trigger1
  • Events
    • Time - Elapsed time is 0.00 seconds
  • Conditions
  • Actions
    • For each (Integer A) from 1 to 12, do (Actions)
      • Loop - Actions
        • Set Point1 = (Player(IntegerA)'s Start Location)
        • Unit - Create 1 God for (Player(IntegerA)) at Point1 facing default building degrees
        • Custom script: call RemoveLocation (udg_Point1)
  • Trigger2
  • Events
    • Player - Player 1 (Red) Selects a unit
    • Player - Player 2 (Blue) Selects a unit
    • Player - Player 3 (Teal) Selects a unit
    • Player - Player 4 (Purple) Selects a unit
    • Player - Player 5 (Yellow) Selects a unit
    • Player - Player 6 (Orange) Selects a unit
    • Player - Player 7 (Green) Selects a unit
    • Player - Player 8 (Pink) Selects a unit
    • Player - Player 8 (Pink) Selects a unit
    • Player - Player 9 (Gray) Selects a unit
    • Player - Player 10 (Light Blue) Selects a unit
    • Player - Player 11 (Dark Green) Selects a unit
    • Player - Player 12 (Brown) Selects a unit
  • Conditions
    • (Unit-type of (Triggering unit)) Equal to God
  • Actions
    • Selection - Remove (Triggering unit) from selection for (Triggering Player)
  • Trigger3
  • Events
    • Unit - A unit gains a level
  • Conditions
    • (Level of (Triggering unit)) Equal to 10 (This is "Integer Comparison")
  • Actions
    • Game - Victory (Owner of (Triggering unit)) (Show dialogs, Show scores)
    • Player Group - Pick up every player in (Players matching ((Matching Player) not Equal to (Owner of (Triggering unit)) and do (Actions)
      • Loop - Actions
        • Game - Defeat (Picked Player) (Show dialogs, Show scores)
  • Trigger4
  • Events
    • Game - The in-game time of day becomes Equal to 21.00
  • Conditions
  • Actions
    • For each (Integer A) from 1 to 12, do (Actions)
      • Loop - Actions
        • Visibility - Create an initially Disabled visibility modifier for Player(IntegerA) emitting Visibility across (Playable map area)
  • Trigger5
  • Events
    • Game - The in-game time of day becomes Equal to 5.00
  • Conditions
  • Actions
    • For each (Integer A) from 1 to 12, do (Actions)
      • Loop - Actions
        • Visibility - Create an initially Enabled visibility modifier for Player(IntegerA) emitting Visibility across (Playable map area)
 
Level 10
Joined
Nov 5, 2008
Messages
536
Thanks for your answear!
The reason why I ask all these questions is to get an understanding about how difficult it is to make all this. So I do not start with a project and then realizes that I am stuck.


Right now, players choose which race to play as in the game lobby. Orcs=Goblins and so on.
I thought about have two large statues in opposite sides of the map. The Statues represents the Hero/God.
If a player selects to play as Goblin (Orc), the statue becomes the Goblin God, but it still looks like a statute.
In the next game, the player perhaps plays as Humans. The statue then starts as the Human God.
Is that difficult to make?

Is possible to make:
5) Can a Hero has it level increased with 1 while a specific building is in play, and if the building is destroyed, the Hero looses a level?

Edit:

Thanks pharaoh! Your post came while I wrote this one.
 
For the last question of yours (building part), I will need more info.
1) When the level is going to be removed from the hero? Once the building is destroyed?
2) When the hero will gain the level? While the building has been finished from construction state?

As for the statue, yes, you can do this, but do not follow the "Trigger2" i gave you, since it deselects the statue, once selected. The race and the statue can be detected as of:
  • Trigger6
  • Events
    • Map Initialization
  • Conditions
  • Actions
    • Player Group - Pick up every Player in (All Players) and do (Actions)
      • Loop - Actions
        • If (Conditions) are true then do (Actions) else do (Actions)
          • If - Conditions
            • Race of (Picked Player) Equal to Goblins [Race Comparison]
          • Then - Actions
            • Set Point1 = ((Picked Player)'s Start Location)
            • Unit - Create 1 Goblin God (Statue) for (Picked Player) at Point1 facing default building degrees
            • Custom script: call RemoveLocation (udg_Point1)
          • Else - Actions
            • Set Point2 = ((Picked Player)'s Start Location)
            • Unit - Create 1 Human God (Statue) for (Picked Player) at Point2 facing default building degrees
            • Custom script: call RemoveLocation (udg_Point2)
 
Level 10
Joined
Nov 5, 2008
Messages
536
Every player can build some kind of Altar. When the Altar is finished constructed, the God instantly gains 1 complete level. When the building is destroyed, the God looses 1 level.

For example: Player Red constructs 2 Altars. Player Red's God becomes level 3. Player Red also kills some enemy units and the God levels to level 4.
Later in the game, Player Blue destroys the 2 Altars. Player Red's God is decreased to level 2 again. (Looses 2 Altars = Looses 2 Levels)
 
  • Trigger7
  • Events
    • Unit - A unit finishes contructing a unit
  • Conditions
    • (Unit-type of (Constructed Structure)) Equal to Altar
  • Actions
    • Set Altar = (Constructed Structure)
    • Set Temp_Group[Player Number of (Owner of (Constructed Structure))] = (Units owned by (Owner of (Constructed Structure)) of type Altar)
    • If (Conditions) are true then do (Actions) else do (Actions)
      • If - Conditions
        • (God[Player Number of (Owner of (Constructed Structure))] is alive) Equal to True [God is a "Unit" variable; you will store each god's statue in a Unit variable, once you create them]
      • Then - Actions
        • Unit - Set level of God[Player Number of (Owner of (Constructed Structure))] to (Number of units in (Temp_Group)
    • Custom script: call DestroyGroup (udg_Temp_Group[GetPlayerId(GetOwningPlayer(udg_Altar))+1])
  • Trigger8
  • Events
    • Unit - A unit dies
  • Conditions
    • (Unit-type of (Triggering unit)) Equal to Altar
  • Actions
    • Unit - Set level of (God[Player Number of (Owner of (Triggering unit))]) to ((Level of (God[Player Number of (Owner of (Triggering unit))]) - 1)
 
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