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Halo-Team CTF

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Level 9
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So that means you're trying to use units so that each unit is a specific weapon?

In that case, the reason this most likely occurs is because you're trying to give the unit the item that a unit (who was replaced, so therefore no longer exists) held.
That means it's trying to give a unit an item that a unit (not locatable) had. So it never fully runs through that give item action.

I think for a solution you either:
Unit acquires an item
Item equal to WEAPON
Unit replace unit with WEAPON UNIT
Create (Type of Item (Triggering item)) and give to (Last Replaced Unit)
Force player to select (Last Replaced Unit)

The constant replacing could keep gameplay from being smooth, so another solution would be to just enable/disable or add/remove the different shooting abilities.

Also just as an idea, gold or lumber could be used to keep track of grenades (possibly sticky/frags), and mana for ammunition. I'm sure you had that mana idea though.
 
Level 15
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The mana is used for the energy shield triggers, ElectricSaiyan. Thanks for the tip and, by the way, hows progress on the models? I got the Halo trial which thankfully has Blood Gulch, and I studied the terrain a bit more thoroughly. The grass is very short as opposed to mine, but I guess it's alright.
Edit: The trigger is something like this...
Unit uses an item
Item equal to WEAPON
Unit-replace triggering unit with WEAPON UNIT
Give (WEAPON to Triggering unit?)
WAIT! I SEE WHAT I DID WRONG! ZOMG! HOW STUPID OF ME!
 
Level 4
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If you can, that would be nice. It would be awesome for Team King of the Hill, Team Slayer, and Capture the Flag would all be in the same map. If you let me see them, I'll credit you greatly, amongst Eccho (for his Energy Shield triggers).

Alrighty. Sorry it took so long for me to respond. I've been busy. :) These probably won't work for you as is, but they may steer you in the right direction.

First up is Team Slayer. I have triggers for red team and blue team. Red Team = players 1 - 6. Blue Team = 7 - 12.
Keep in mind that these triggers are intially turned off, and are turned on if Team Slayer is the chosen game type. I have a dialog box voting trigger that I'll post for ya eventually.

  • Score Red
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Killing unit)) Equal to Player 1 (Red)) or (((Owner of (Killing unit)) Equal to Player 2 (Blue)) or (((Owner of (Killing unit)) Equal to Player 3 (Teal)) or (((Owner of (Killing unit)) Equal to Player 4 (Purple)) or (((Owner of (Killing unit)) Equal to Player 5 (Yellow)) or ((Owner of (Killing unit)) Equal to Player 6 (Orange)
    • Actions
      • Set RedSlayerScore = (RedSlayerScore + 1)
      • Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to RedSlayerScore
      • Set RedSlayerReal = (Real(RedSlayerScore))
RedSlayerScore is a interger variable.
RedSlayerReal is a real variable.
You need both. The interger keeps track of the kills and then the real variable (which we keep the same as the interger variable) triggers the victory trigger when you have enough kills. Unfortunatley, you can't use an interger variable as an event in a trigger. :(

Here is the victory trigger.

  • VicRed slayer
    • Events
      • Game - RedSlayerReal becomes Equal to 40.00
    • Conditions
    • Actions
      • Game - Victory Player 1 (Red) (Show dialogs, Skip scores)
      • Game - Victory Player 2 (Blue) (Show dialogs, Skip scores)
      • Game - Victory Player 3 (Teal) (Show dialogs, Skip scores)
      • Game - Victory Player 4 (Purple) (Show dialogs, Skip scores)
      • Game - Victory Player 5 (Yellow) (Show dialogs, Skip scores)
      • Game - Victory Player 6 (Orange) (Show dialogs, Skip scores)
      • Game - Defeat Player 7 (Green) with the message: Defeat!
      • Game - Defeat Player 8 (Pink) with the message: Defeat!
      • Game - Defeat Player 9 (Gray) with the message: Defeat!
      • Game - Defeat Player 10 (Light Blue) with the message: Defeat!
      • Game - Defeat Player 11 (Dark Green) with the message: Defeat!
      • Game - Defeat Player 12 (Brown) with the message: Defeat!
Now, since we do have some spells in WC3 than you can potentially kill yourself or your allies with, we need a suicide/betrayal penalty trigger!
  • Suicide Pentalty Red
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Killing unit)) Equal to Player 1 (Red)) or (((Owner of (Killing unit)) Equal to Player 2 (Blue)) or (((Owner of (Killing unit)) Equal to Player 3 (Teal)) or (((Owner of (Killing unit)) Equal to Player 4 (Purple)) or (((Owner of (Killing unit)) Equal to Player 5 (Yellow)) or ((Owner of (Killing unit)) Equal to Player 6 (Orange)
      • And - All (Conditions) are true
        • Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Triggering unit)) Equal to Player 1 (Red)
              • (Owner of (Triggering unit)) Equal to Player 2 (Blue)
              • (Owner of (Triggering unit)) Equal to Player 3 (Teal)
              • (Owner of (Triggering unit)) Equal to Player 4 (Purple)
              • (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
              • (Owner of (Triggering unit)) Equal to Player 6 (Orange)
  • Actions
    • Set RedSlayerScore = (RedSlayerScore - 1)
    • Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to RedSlayerScore
    • Set RedSlayerReal = (Real(RedSlayerScore))
Pretty much that trigger checks to see if a dying hero and the hero that killed it are on the same team. If they are, -1 point for you!

I think that's all the Team Slayer Triggers. For Blue Team just change the players in the above triggers to 7 - 12 instead of 1 - 6. All in all, team slayer is much easier to trigger than oddball and team king. :) I'll post those later, I want to re-read them in case I made mistakes before I post them. I havn't touched my halo map in a long time.

Also, if you want, I could send you my halo map. It's like 200k. At this point, I doubt I'll finish it, so it would be put to better use in helping your map reach completion.

EDIT: My map also includes a energy sheild trigger that uses mana, much like the one you mentioned. It recharges completley every few seconds if you're not being attacked. I also wrote a cool plasma grenade spell using only in-game graphics. I think its awesome. :)
 
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I've got the Team Slayer stuff down myself by following the Scoreboard tutorial, what I need is the CTF triggers, since I'm having a problem with them myself. Anyways, I have an announcement:

The Multiboard for the CTF is having some errors, so in order to test weapon balancing and ingame terrain (and basically have fun), I will be hosting open (and possibly closed) Alpha testing with a Team Slayer version. If you would like to organize a private and closed Alpha testing session, PM me, and if we have enough, we'll test it together. Thanks again.
 
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Oh shoot. Ok, Ok, I'll stay up a few more mins to post the CTF Triggers.

My Flags are an item you carry in your inventory, with the graphics of the Orc Banner.
I never learned how to make the flag the right color... Since it is an item, you right
click on the flag in game to pick it up.

Also note that the flags are placed on the map in the editor, so I refer to the exact
flag in the triggers. For other game types, I just remove them from the map.
  • RedScore
    • Events
      • Unit - A unit enters RedFlagZone <gen> [[This is the region where red team's flag sits]]
    • Conditions
      • (Blue Flag 0029 <gen> Equal to (Item carried by (Triggering unit) in slot 1))
  • or ((Blue Flag 0029 <gen> Equal to (Item carried by (Triggering unit) in slot 2)) or
  • ((Blue Flag 0029 <gen> Equal to (Item carried by (Triggering unit) in slot 3)) or
  • ((Blue Flag 0029 <gen> Equal to (Item carried by (Triggering unit) in slot 4)) or
  • ((Blue Flag 0029 <gen> Equal to (Item carried by (Triggering unit) in slot 5)) or
  • ((Blue Flag 0029 <gen> Equal to (Item carried by (Triggering unit) in slot 6)
    • Actions
      • Game - Display to (All players) the text: Red Team SCORE!
      • Item - Move Blue Flag 0029 <gen> to (Center of BlueFlagZone <gen>)
      • Set RedCTFscore = (RedCTFscore + 1)
      • Set RedRealCTF = (Real((RedCTFscore + 0)))
      • Game - Display to (All players) the text: ((Red has + ((String((RedCTFscore + 0))) + points!)) + )
      • Game - Display to (All players) the text: ((Blue has + ((String((BlueCTFscore + 0))) + points!)) + )
This pretty much says 'if you enter your flag zone with the enemy flag in your possession, you score'!

This next Trigger will return your team's flag if you pick it up.
(I beleive I set the actuall flag item to drop on death in the object editor, instead of in a trigger).
  • Rednogetflag
    • Events
      • Unit - A unit owned by Player 1 (Red) Acquires an item
      • Unit - A unit owned by Player 2 (Blue) Acquires an item
      • Unit - A unit owned by Player 3 (Teal) Acquires an item
      • Unit - A unit owned by Player 4 (Purple) Acquires an item
      • Unit - A unit owned by Player 5 (Yellow) Acquires an item
      • Unit - A unit owned by Player 6 (Orange) Acquires an item
    • Conditions
      • (Red Flag 0028 <gen> Equal to (Item carried by (Triggering unit) in slot 1))
    • or ((Red Flag 0028 <gen> Equal to (Item carried by (Triggering unit) in slot 2)) or
  • ((Red Flag 0028 <gen> Equal to (Item carried by (Triggering unit) in slot 3)) or
  • ((Red Flag 0028 <gen> Equal to (Item carried by (Triggering unit) in slot 4)) or
  • ((Red Flag 0028 <gen> Equal to (Item carried by (Triggering unit) in slot )) or
  • ((Red Flag 0028 <gen> Equal to (Item carried by (Triggering unit) in slot 5)) or
    • ((Red Flag 0028 <gen> Equal to (Item carried by (Triggering unit) in slot 6)
      • Actions
        • Item - Move Red Flag 0028 <gen> to (Center of RedFlagZone <gen>)
        • Game - Display to (All players) the text: Red Team has returned their flag!
Finally, the victory trigger. Let's assume we're playing to 6.
  • VictoryRed CTF
    • Events
      • Game - RedRealCTF becomes Equal to 6.00
    • Conditions
    • Actions
      • Game - Victory Player 1 (Red) (Show dialogs, Skip scores)
      • Game - Victory Player 2 (Blue) (Show dialogs, Skip scores)
      • Game - Victory Player 3 (Teal) (Show dialogs, Skip scores)
      • Game - Victory Player 4 (Purple) (Show dialogs, Skip scores)
      • Game - Victory Player 5 (Yellow) (Show dialogs, Skip scores)
      • Game - Victory Player 6 (Orange) (Show dialogs, Skip scores)
      • Game - Defeat Player 7 (Green) with the message: Defeat!
      • Game - Defeat Player 8 (Pink) with the message: Defeat!
      • Game - Defeat Player 9 (Gray) with the message: Defeat!
      • Game - Defeat Player 10 (Light Blue) with the message: Defeat!
      • Game - Defeat Player 11 (Dark Green) with the message: Defeat!
      • Game - Defeat Player 12 (Brown) with the message: Defeat!
There we have it. Pretty much the biggest trick is checking all six inventory
slots for the proper flag when a unit enters the 'score' zone.

As before, these triggers are the same as blue teams, except you change
the players 1 - 6 to 7 - 12.

Ok, seriously, that's all for now. I'm going to bed. :D
 
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Level 15
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Do you think you could PM me the map? I'll give you full credit. That way I'll be able to relieve my friend's friend from triggering for me.

Edit: If you PM me the map, I could just CnP the triggers and abilities, and I won't make any mistakes with triggers or variables or integers.
 
Level 4
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Sure thing. I don't mind, really. After all I'm not likely to finish working on my map myself.
I would be happy to see my effort be put to some use. I'm at work at the moment, but
I'll try to remember to PM you the map after I get home.
 
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Sorry I)eadnerzhul, I had some family issues last night that soaked up all of my time.
My little brother decided to play basketball in the neighbor's driveway, only he was using
rocks instead of a basketball, and there was a fancy sports car parked underneath the basketball hoop...

Again, I'm at work now, but I'll send you the map when I get home this afternoon.
 
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Hehehehe. Well guys, I just got insulted by abriko for posting my project in WC3C. "plz, no stupid posts," he said. So I insulted him. And Captain Griffen, one of the mods, said I couldn't just link it here, and that the hive and WC3C are NOT affiliates. I think the guys at WC3C (OTHER THAN OUR BOYZ WHO HAVE PROFILES THERE) are retarded. Freedom of speech and the fact that they aren't affiliates with us gives me the right to say so.
 
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That would make it weird for the other people, though. This is a multiplayer map, not single. That would only be good for a singleplayer one.
 
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The base models will get done by today or tomorrow.

Also, for the base, it should simply just use the model, which will have good collisions so set it up as a ramp. Then add doodad blockers around certain areas, and a region in the middle.

Then make it transport to the base part of the map (may need expansion of map boundaries). This area of the map will have base walls and stuff, and regions at the two exits to enter the main map area.
 
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Alright, fine. But the only thing I'm worried about is that people would be able to shoot through the side of the cliff... I hope not. Anyways, good work! And how aboot' the Warthog? You get it skinned? It's the only one we need, so don't worry about it too much. But yeah, I need it to be skinned and animated. As soon as I assemble my triggers properly, this game might just be ready for Alpha.
 
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Yeah, but in order to put the Spartan in, I would need to ask Werewulf, the creator of the model. And I'd be scared to do it... so yeah.
 
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Well, it's not that bad! With lights too! Good job. Now skin it and add the Spartan model Werewulf fixed (just in the driver) and we'll be good for now. I have some ideas on how to make the attack animations and stuff...

Edit: I DIDNT MEAN I COULD ANIMATE. But I have an idea HOW to animate it!
 
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It isn't floating, trust me. It may LOOK like it, but it's not. Besides, this isn't going to be 3rd or 1st person or anything like that, so it won't be that big of a deal.
 
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It's not going to be 3rd or 1st person? So what is it going to be, second person? LOL

I think you meant to say that it is going to be 3rd person, not 1rst person.
 
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For now, no. I need to find a good, not buggy/laggy 3rd person system. If anyone could find me a good one, I'd appreciate it. Oh, and by the way, I'm redoing the shooting abilities. I'm basing them off the dreadlord ability instead of flame breath, because flame breath's AoE is in a cone. The dreadlord's ability is in a straight line.
 
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Acutally 3rd person means that the the camera is looking at the character (warcraft 3, resident evil 1, gauntlet, baulder's gate, etc) whereas first person means that the camera is from the point of view of the character (halo, quake, unreal tournament, etc).

So if you do this map like a normal wc3 map, its 3rd person.
 
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I don't know how second person applies to games, but in writing it goes like this:

First person: Story told from the character's point of view, ex: "I slowly made my way into the enemy base. I inwardly wanted to abort the mission, but I knew I had no choice."

Second person: Story told as if the reader is the main character, ex: "You slowly make your way into the enemy base. Your stomach tightens and you feel as if you want to abort the mission, but you push the feeling aside and press on."

Third person, limited: Story told by a narrator, explaining the scene without extra knowledge of the situation or the characters' thoughts, ex: "The soldier slowly made his way into the enemy base, the expression on his face was emotionless and determined."

Third person, omniscient: Story told by a narrator, explaining the scene with full knowledge of the situation and the characters' thoughts, ex: "The soldier slowly made his way into the enemy base. The expression on his face was emotionless, but inside the urge to abort the mission and leave was threatening to overwhelm him."
 
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Second person in a game is similar to Warcraft III's top-down sort of view. It could be from an angle, but it has the same basic principle.
 
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Well, I've been lazy. But by tomorrow the triggers should be good (enough) for a beta. Trust me, the terrain looks ALOT different ingame than otherwise.
 
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