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i need help(again) :)

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I want to make a timer appear to show how much time is left till the end of the game, how can i make that happen.
And, how do i make it so that i dont need to have a town hall or one of the others as a start location and instead have a troop or something.
 
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ok..................any way you could be a bit more specific ralle or operator person.
 
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1st question:

Timer trigger
  • Events
    • "Your event(s)"
  • Conditions
    • "Your condition(s)"
  • Actions
    • Set Timer = (Last started timer)
    • Countdown Timer - Create a timer window for Timer with title Time Left
    • Countdown Timer - Start Timer as a One-shot timer that will expire in "your amount" seconds
2nd Question
Just drop the townhall anywhere you like, and pan the camera to one of the units at the start of the game, would be a solution.
 
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Ok thanks for help with timer but i still need to know how to make it so i can make a unit a start location.
 
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Ok,
I is making a tag game, so i need it so that the people who are running away start with a troop (at the beggining of the game) and the guys who are trying to catch them start 4 mins later in the middle of the start area.

Ok, never mind the second question i think i figured it out,now i have another question :).How can i make it so that when the people who are running away get killed by the catchers, can be reborn if there allie frees them by coming to the center of the map and hitting them.
 
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Well ill just answer the second post first in order to make more sense in the first question you proposed.

Just make a trigger like this since you are making a tag game.

If a unit dies and needs to be placed in that space you made, do the following.
Make a region in which the units land when they get killed.
Make a unit that resembles a dead unit, for instance, if a unit dies he becomes a spirit in your game, just make a unit which will inidicate that you are dead.
and then make this trigger

  • "Your trigger name"
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to "the cather unit type"
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to "player color"
        • Then - Actions
          • Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Actions)
            • Loop - Actions
              • Unit - kill (Picked unit) from the game
          • Unit - Create 1 "Dead catcher" for "player color" at (Random point in "your region" <gen>) facing Default building facing degrees
        • Else - Actions
You need to make the "if/then/else" part, for each player that is a catcher off course.

====================================

Then you asked for a unit that is dead to not escape the area, here is what you can do.

  • "your trigger name"
    • Events
      • Unit - A unit leaves "region you made in the middle" <gen>
    • Conditions
      • (Unit-type of (Leaving unit)) Equal to "dead unit catcher"
    • Actions
      • Unit - Move (tLeaving uni) instantly to (Center of "region you made in the middle" <gen>)
The other way is to place pathing blockers around the region that only block air, and change the dead unit movement type to "air".

====================================

As last question you ask how to revive the dead units when a other player rescue's them.

It's quite simple, just make a trigger like this.

  • "your trigger name"
    • Events
      • Unit - A unit enters "region you made" <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to "a catcher unit"
    • Actions
      • Unit Group - Pick every unit in (Units of type "dead cather units") and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a "cather unit" using The new unit's default life and mana
====================================

Things between " " are things you need to name yourself.
Don't be confused with the unit names, you only need 2 units "catchers" (which you already made I guess) and dead catcher units (name them whatever you like off course)
 
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Thank you for that very complicated but understandable answer:).Now i just need to hope i have enough time to do all that and i also need some testers.
 
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Ok,i is kinda stuck on the triggers in the first bit where the unit dies then comes back as a spirit or whatever.I cant seem to find all the triggers
 
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Guess what, i have another question :).I need to make it so that once all the runners are caught and are in the middle , the catchers win, How can i do this.
 
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Warnicro, i think there is something rong with the first trigger thing where the unit dies then comes back as spirit thing,whenever i kill one of them, everyone is duplicated and a spirit of theirs ends up in the center , then once you free them, everyone has 2 runners, any way to fix that.
 
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It's possible that my GUI code does not completely work (though it doesn't look like that ) cause I wrote it from scetch, so I did not test this or create it in the editor, I will launch my editor in a few hours and have a look in this, I will answer the last question you had (not that hard btw ;) )
 
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ok thats good cause i dont want to completely remake my map cause that would be hell.And for me its hard cause i have only done basic triggers like open door and spawn troops every 25 or so seconds.
 
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Ok,there are 9 runners and 3 catchers, whenever one runner dies, he plus everyone else ends up in the middle, exept everyone else still has there runner so basically they get another one but the one who got caught only has the one, so when he is freed they are all freed, so he still has one runner everyone else has 2, and this keeps happening everytime a runner dies until it lags really bad that nothing happens.Is that a good enough explanation.
 
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The last trigger gave a bug it should be like this.

  • "your trigger"
    • Events
      • Unit - A unit enters "region you made" <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to "a catcher unit"
    • Actions
      • Unit Group - Pick every unit in (Units in "your region" <gen> matching ((Unit-type of (Matching unit)) Equal to "Dead catcher")) and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a "catcher unit" using The new unit's default life and mana
Does this solve the issues you ment? (cause I didn't really exactly got what you ment)
 
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Now its seems to be a bit more messed up,now a few players get 2 dead catchers and there is still the same problem where whenever one dies nearlly everyone gets a dead cather ,and now player 3 dies when player 2 dies.
 
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its the same as the one's you showed me a page back exept the one about dying,thats the new one that you supposedllly fixed :).
 
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why dont you tell me your user name,you will dl it, then i will show you what happens when someone dies,if not, then plz tell me how to pm it.
 
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Sorry, not, yet, had a few very busy days behind my back with sites I have to keep running, also the almost 40 degrees wheather is not helping much =P, ill look into the map tommorow, ill most likely have it fixed in a day =).

hats up
 
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Are you done yet are you done yet are you done yet are you done yet are you done yet are you done yet?:)
 
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