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creating a village builder

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Level 15
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I want to create an village builder but need help triggering the features in village builder maps such as

-when you claim a base by entering a regen in the base you can see the whole base the fog(or whatever its called) is removed for that player also when the player loses the base the view of it is lost

-gates you can create vertical and horizontil(spelt wrong i know) gates and you can open and close them

-when your king dies you are defeated (i dunno how to do this as for your king is not preplaced)

-ally and unally during game

-and others i cant think of at the moment

-Traps you can build a trap that when a unit moves over it they are damaged


here i have edited this part to help gives use more info on whats going on
Edited on the 9th/December/2009

Type of map---Stratagy,melee,builder


Decription


You start off with only 2 builders of your race.you then choose the spot you want to build your village.after building your race's first tier you will be able to build your king your king is you main unit as for when your king dies it is game over for you. The aim of the game is to create your village and destroy the other players villages using an army


all the races have meele/ranger/caster units. Each race has there own starting units and will be able reaseasch up to 2 other units to train untill they upgrade there tier to get the other stronger units.each Race will be given a Hero to fight in the battles

Reasearch includes: armour/attack bonus for all units, armour of there walls,upgrades of spell casters to give them the ability to cast sertan spell,reaseach for passive abilitys on the units,reaseach for there towers specail ability,some type of hp bonus or hp regen bonus others to be added.

Races

Current races i can think of atm are:
Human
orc
night elf
undead
bloodelf
troll
ancients(night elf buildings)
demons
dwarfs

I want to have 12 different Races in the end:thumbs_up:
Will add details of the races later:bored:


To DO List
ally/unally in game triggers--Complete
vetical/horizontal builable gates--Complete
King Death lose--Complete
killing someones king gives you %10 of there current gold complete
Base Views--50/50
Income system--in process
new map name--incomplete
500 food limit system--incomplete

others to add in time/also looking for suggestions
Current Process Stats

Over All
Terrain--92%
units--12%
Abilitys--18%
Upgrades--15%
Dodads--2%
Triggers-- 26%
Things i need help with are ideas for special features to help this village builder become more unique from other village build also some help in creating some custom races.
Othere ideas to help the map develope in genroll.also stuff in the to do list =)


i have attached some one elses Village Builder to show use what its about\
 

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  • Village Builder 2.9.w3x
    721.8 KB · Views: 73
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Level 5
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Lol region miss spelled till regen. Hmm, no point creating another village builder, its just a game that gets soo laggy you cant even play due to massing of units. If you really want to, do not allow over massing of units. :)
 
Level 4
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What you're asking is some of the most basic triggering possible. Honestly, use the search function with key words such as "visibility modifiers", and "gates".

If you cannot manage these things on your own, then you need to face the reality that you won't be able to finish your map. I'm not trying to offend you. I'm just being real.

Maps take effort, and with a barely any at all, you could figure out how to do each and every one of the things you're asking for help with.

EDIT: Also, I'm no veteran here, but I think this should go in the World Editor Help Zone. You've posted no details of your map. You're simply making requests for help.
 
Level 15
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1,552
What you're asking is some of the most basic triggering possible. Honestly, use the search function with key words such as "visibility modifiers", and "gates".

If you cannot manage these things on your own, then you need to face the reality that you won't be able to finish your map. I'm not trying to offend you. I'm just being real.

Maps take effort, and with a barely any at all, you could figure out how to do each and every one of the things you're asking for help with.

EDIT: Also, I'm no veteran here, but I think this should go in the World Editor Help Zone. You've posted no details of your map. You're simply making requests for help.

iv searched both of them couldent find any thing to help......
i know maps take effort
im not just after triggers im after suggestions
 
Level 4
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Well, I can't say you'll garner many suggestions without posting any details for your map. Honestly, all I really can really gather, from what you've posted, is that you're a guy that wants to to make a village builder map. Which, aside from what is obvious in the title, I have no idea what the map is supposed to be.
 
Level 4
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If you're too stubborn to realize that I've been trying to help you this whole time, then there's no reason for you to continue looking for it.
 
Level 5
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Lol... Let me help you out a little. Heres suggestions, make village builder more of a village builder than a army builder. Probably a trade with players system, unit exchange, more like what villagers really do. Create civilians that do the work, not just workers who build buildings. War of course, is the only way to win =P. Cheers and good luck!

Edit*
I'll help you with the basics of trigger. (Im no triggering pro)
 
Level 4
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ahhh thanks so much you abusing me and letting me down realy helps me alot thanks...................

your great help

Lord have mercy.

Let me make this as clear to you as possible. Post details about your map to gather suggestions. Try posting in the Help Zone forum to get help. Play with triggers and you'll learn very fast. Creating a basic trigger is much like creating a sentence.

These are all things I've said before. Don't get angry with me for not spoon feeding you. You're going to run into more problems down the line, and taking a small amount of time to learn some basics can solve the vast majority of these for you.
 
Level 5
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Built gates are normally closed. You can create an open ability to open it. I suppose you know the trigger for this right?
 
Level 4
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Create two triggers
  • Events
    • Unit - A unit enters (Region surrounding your gate) <gen>
  • Conditions
  • Actions
    • Destructible - Open (Your gate) <gen>
then do

  • Events
    • Unit - A unit leaves (Region surrounding your gate)<gen>
  • Conditions
    • (Number of units in (Units in (Region surrounding your gate) <gen>)) Equal to 0
  • Actions
    • Destructible - Close (Your gate) <gen>
The condition makes it recognize that, before closing, there are no units attempting to walk through the gate. This prevents it from closing early and forcing a unit to leave and reenter the region to open the gate back up.
 
Level 4
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You'll have to replace the created structure with a destructible in that case. Beyond that, you need to supply more specifics. Do you want the gates to open when a unit goes near i? Do you want the players to be able to open and close them at will?
 
Level 18
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I created a builder frome the start and i gained a bit of helped when i made it. i would suggest just to start with the units and terrain you have in mind and than show it to the public it maybe helps for you to get more people intrested. about the gate stuff

Make 4 buildings Vertical gate closed/Vertical gate open/Horizontal gate closed/Horizotal open

The open gates you make them walkable and change the model to circle of power


the closed gate models dont really matter but i used farms


Now make 4 abilitys named open and close gate.

I used an ablity that changes a unit in a other unit (its the most easy one)

for the open gates you make the ability Close gate (it changes the open gate in the closed one)

and for the other the same but than the closed gates change in the open gates.
 
Level 5
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Well, I dont really know how to do if gate is a unit, but destructible will be like hw turilli said except if you dont want your enemy be able to enter, opening and closing gate as a command like -open is better or in conditions, just set owner of triggering unit= whoever.
 
Level 15
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I created a builder frome the start and i gained a bit of helped when i made it. i would suggest just to start with the units and terrain you have in mind and than show it to the public it maybe helps for you to get more people intrested. about the gate stuff

Make 4 buildings Vertical gate closed/Vertical gate open/Horizontal gate closed/Horizotal open

The open gates you make them walkable and change the model to circle of power


the closed gate models dont really matter but i used farms


Now make 4 abilitys named open and close gate.

I used an ablity that changes a unit in a other unit (its the most easy one)

for the open gates you make the ability Close gate (it changes the open gate in the closed one)

and for the other the same but than the closed gates change in the open gates.

shouldent the moddle be gates???
 
Level 3
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id help but i would like to understand what your aiming for, also if its just like the others it may seem a bit boring.
that's the problem i am having with one of my maps i cant think of anything unique
 
Level 6
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Systems

I made the ally/unally system (works with up to 10 players and has instructions on how to modify it) as well as the King system this one will only work if a players king is the first hero spawned for them (I assumed that was probably the case) As well as a bases system which you can copy for multiple bases pretty simply.

I recommend that you take a look at all the triggers to see how there made.

I assume you know how to import triggers (just copy paste them) but if you didn't know you must also go to file - preferences and select the box that says automatically create unknown variables while pasting triggers. (this is only necessary while pasting triggers with variables but all my triggers except my ally/anally system do use vars)

I don't promise the systems are coded int he most efficient possible way and are glitch free but they should be useful to you
 

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  • Basic Builder type map systems.w3x
    23.7 KB · Views: 53
Level 5
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Hmmm... Village related war game... Village Wars is the simplest i can think of, Village Siege? War of Villagers? Lol xD
 
Level 12
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ahhh thanks so much you abusing me and letting me down realy helps me alot thanks...................

your great help

I'm with Turilli on this. I have some suggestions for you.
1. People don't like it when you make a similar/exact map, therefore make it different.
2. He's not letting you down, hes trying to help you.
3. Learn to speak English properly.
4. Be sure your going to finish your map before posting and requesting help.
5. Abusing? What the fuck?

I would be glad to help you on this with anything you need, but if it really lets you down, just ignore it. You remind me of myself, because I almost quit mapmaking because somebody was giving me comments that my maps suck. Turns out, he was just mad cause mine were better.

If you want my help, just send me a private message or email.
 
Level 15
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look in the sections. I.E. gate is a destructible look in destructables. Need visibility for an area check visibility modifiers

there buildable gates not destructables.........


EDIT:can any one help me out with this trigger to stop allys killing each other but it also stops players from killing there own units
how can i add any ally kill but allow players to kill the own units

  • Trigger:
  • anti ally kill
  • Events
  • Unit - A unit Is attacked
  • Conditions
  • Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • ((Owner of (Attacking unit)) is an enemy of (Owner of (Attacked unit))) Equal to False
  • Then - Actions
  • Unit - Order (Attacking unit) to Stop
  • Else - Actions

also how would i make a muitibord for each player displaying there Total income and other stuff like that

the players get gold income depending on the amount of farms they have and its level. also the building is defferent for each race
  • Human income
    • Events
      • Time - Every 15.00 seconds of game time
    • Conditions
    • Actions
      • Set income_group[1] = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Farm)))
      • Unit Group - Pick every unit in income_group[1] and do (Actions)
        • Loop - Actions
          • Player - Add 6 to (Owner of (Picked unit)) Current gold
      • Custom script: call DestroyGroup (udg_income_group[1])
      • Set income_group[1] = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Great farm)))
      • Unit Group - Pick every unit in income_group[1] and do (Actions)
        • Loop - Actions
          • Player - Add 12 to (Owner of (Picked unit)) Current gold
      • Custom script: call DestroyGroup (udg_income_group[1])
      • Set income_group[1] = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Elite farm)))
      • Unit Group - Pick every unit in income_group[1] and do (Actions)
        • Loop - Actions
          • Player - Add 28 to (Owner of (Picked unit)) Current gold
      • Custom script: call DestroyGroup (udg_income_group[1])
 
Last edited:
Level 15
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BUMp

iv also got my gates working now

what can i add to make it so you can only have a total of 40 income buildings

  • fgdg
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Limit training of Farm to 40 for (Player((Integer A)))
i cant just use this because people will be able to have 40 farms then up grade them then be able to build farms again what system will i need to create so that each player is only aloud 40 income buildings for there race
 
Last edited:
Level 6
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How bout this??

Would this work for you?
.
  • Cap income
    • Events
      • Unit - A unit Finishes construction
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Constructed structure)) Equal to City
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MaxIncomeStructs[(Player number of (Owner of (Triggering unit)))] Equal to 40
        • Then - Actions
          • Game - Display to (Player group((Owner of (Triggering unit)))) the text: You alredy have the...
          • Unit - Kill (Triggering unit)
        • Else - Actions
          • Set MaxIncomeStructs[(Player number of (Owner of (Triggering unit)))] = (MaxIncomeStructs[(Player number of (Owner of (Triggering unit)))] + 1)
Note that you could add all your different income structures to the or condition


If not a few more details about how your income system currently works would be very helpful.
 
Level 15
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there are sertan buildings for each race that create gold every 15-30 seconds

heres the trigger for the human race
  • HUMANS income
    • Events
      • Time - Every 15.00 seconds of game time
    • Conditions
    • Actions
      • Set income_group[1] = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Farm)))
      • Unit Group - Pick every unit in income_group[1] and do (Actions)
        • Loop - Actions
          • Player - Add 6 to (Owner of (Picked unit)) Current gold
      • Custom script: call DestroyGroup (udg_income_group[1])
      • Set income_group[1] = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Great farm)))
      • Unit Group - Pick every unit in income_group[1] and do (Actions)
        • Loop - Actions
          • Player - Add 12 to (Owner of (Picked unit)) Current gold
      • Custom script: call DestroyGroup (udg_income_group[1])
      • Set income_group[1] = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Elite farm)))
      • Unit Group - Pick every unit in income_group[1] and do (Actions)
        • Loop - Actions
          • Player - Add 28 to (Owner of (Picked unit)) Current gold
      • Custom script: call DestroyGroup (udg_income_group[1])
 
Level 6
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Messages
166
Then just make it this.

  • Cap income
    • Events
      • Unit - A unit Finishes construction
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Constructed structure)) Equal to Farm
          • (Unit-type of (Constructed structure)) Equal to Great Farm
          • (Unit-type of (Constructed structure)) Equal to Elite
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MaxIncomeStructs[(Player number of (Owner of (Triggering unit)))] Equal to 40
        • Then - Actions
          • Game - Display to (Player group((Owner of (Triggering unit)))) the text: You alredy have the...
          • Unit - Kill (Triggering unit)
        • Else - Actions
          • Set MaxIncomeStructs[(Player number of (Owner of (Triggering unit)))] = (MaxIncomeStructs[(Player number of (Owner of (Triggering unit)))] + 1)
 
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