Hey guys, I'm a newb on the forum, recently messing around with WE. I hope I can return the favor by contributing to the insane amount of info here in the future. Anyway, my current problem goes like this...
I want to set up a voting system for my map, so that a dummy spell is cast by a beacon called Level Selector. Each stage has been given a dummy ability When an ability is used (a vote is made) the Level Selector destroys itself, adding +1 to a real, non-array variable specifically for that stage. The game is set to wait until the timer expires, then it is supposed to cross-check the variables to see which 1 has a larger real value, by using another trigger. The winning vote should set a final variable to a real value x, corresponding to a stage (each stage has a word value and a real value, so I can use the real value in triggers but identify it easily by word). Lastly, each stage has one unique trigger, with the Event: "(my final variable) becomes equal to (x)". The Action triggers have worked under separate events/conditions, but now nothing seems to happen.
This might be very complex for a simple objective, but I am still new to the way WE works and this is the best I've come up with so far. If I could get some input it would be greatly appreciated.
I left the Actions of the last trigger off because they are irrelevant. They have worked when I was testing a different method for stage selection. There are no conditions.
My alternative is a stage selection by the host (non-vote, Red decides) similar to the games Elimination Tournament and MaD Dodgeball Arena.
-Phrag
I want to set up a voting system for my map, so that a dummy spell is cast by a beacon called Level Selector. Each stage has been given a dummy ability When an ability is used (a vote is made) the Level Selector destroys itself, adding +1 to a real, non-array variable specifically for that stage. The game is set to wait until the timer expires, then it is supposed to cross-check the variables to see which 1 has a larger real value, by using another trigger. The winning vote should set a final variable to a real value x, corresponding to a stage (each stage has a word value and a real value, so I can use the real value in triggers but identify it easily by word). Lastly, each stage has one unique trigger, with the Event: "(my final variable) becomes equal to (x)". The Action triggers have worked under separate events/conditions, but now nothing seems to happen.
This might be very complex for a simple objective, but I am still new to the way WE works and this is the best I've come up with so far. If I could get some input it would be greatly appreciated.
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Stage Selection Init
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Events
- Time - TimerCharSelect expires
- Conditions
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Actions
- Countdown Timer - Destroy (Last created timer window)
- Countdown Timer - Start TimerLevelSelect as a One-shot timer that will expire in 15.00 seconds
- Countdown Timer - Create a timer window for (Last started timer) with title Game Start In
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
- Unit - Create 1 Stage Selector for (Picked player) at (Random point in Level Selectors <gen>) facing Default building facing degrees
- Selection - Select (Last created unit) for (Picked player)
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Loop - Actions
-
Events
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Stage Vote
-
Events
- Unit - A unit Begins channeling an ability
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Ability being cast) Equal to SAS
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Then - Actions
- Set SelectSAS = (SelectSAS + 1.00)
- Unit - Remove (Triggering unit) from the game
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Else - Actions
- Set SelectSAS = SelectSAS
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Ability being cast) Equal to SA
-
Then - Actions
- Set SelectSA = (SelectSA + 1.00)
- Unit - Remove (Triggering unit) from the game
-
Else - Actions
- Set SelectSA = SelectSA
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Stage Vote Tally
-
Events
- Time - TimerLevelSelect expires
- Conditions
-
Actions
- Countdown Timer - Destroy (Last created timer window)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- SelectSAS Greater than SelectSA
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Then - Actions
- Set SelectedStageFinal = 1.00
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Else - Actions
- Do nothing
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- SelectSA Greater than SelectSAS
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Then - Actions
- Set SelectedStageFinal = 2.00
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Else - Actions
- Do nothing
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If - Conditions
-
Events
-
SAS Confirmed
-
Events
- Game - SelectedStageFinal becomes Equal to 1.00
- Conditions
- Actions
-
Events
I left the Actions of the last trigger off because they are irrelevant. They have worked when I was testing a different method for stage selection. There are no conditions.
My alternative is a stage selection by the host (non-vote, Red decides) similar to the games Elimination Tournament and MaD Dodgeball Arena.
-Phrag
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