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My Tier Triggers (Golem Wars)

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So, I started working on a Golem Wars map (There was one previously released but I just wanted some practice with the triggers) and did all the triggers by myself. I only relied on google and this site just a couple times. (Object of Golem Wars is in order to upgrade your units to a tier 2, you must get the amount of kills tier1 is set to) Instead in my version, I made it to where instead of spawning on a bunker, they spawn on a small battle field. Cool right? Not really. The first release of the Alpha to my clannies it got bad feed back right away. It was just too boring. So I'm done with that map, and am now working on a new map titled RoSA.

Regions:
Spawn1
Battlefield


Variables:

Spawn1Group - PlayerGroup
playerkills - Integer - Array = (number of players in game)
Tier1 - Integer - Set by Red at Beginning of the Game.
Tier2 - Integer - Set by Red at Beginning of the Game.


  • Spawn1TimerON Copy
    • Events
      • Unit - A unit enters Spawn1 <gen>
    • Conditions
    • Actions
      • Player Group - Add (Owner of (Triggering unit)) to Spawn1Group
  • Spawn1TriggerOff Copy
    • Events
      • Unit - A unit leaves Spawn1 <gen>
    • Conditions
    • Actions
      • Player Group - Remove (Owner of (Triggering unit)) from Spawn1Group
  • Spawn1
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Player Group - Pick every player in Spawn1Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • playerkills[(Player number of (Picked player))] Less than Tier1
            • Then - Actions
              • Unit - Create 1 Swordsman for (Picked player) at (Random point in Battle Field <gen>) facing Default building facing degrees
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • playerkills[(Player number of (Picked player))] Less than Tier2
                • Then - Actions
                  • Unit - Create 1 Rifleman for (Picked player) at (Random point in Battle Field <gen>) facing Default building facing degrees
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • playerkills[(Player number of (Picked player))] Greater than or equal to Tier2
                    • Then - Actions
                      • Unit - Create 1 Knight for (Picked player) at (Random point in Battle Field <gen>) facing Default building facing degrees
                    • Else - Actions
 
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Level 2
Joined
Jun 30, 2011
Messages
18

Dr Super Good

Spell Reviewer
Level 64
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Jan 18, 2005
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The spawn system has a lot of control coupling.

You could remove the spawn type selection to the unit death trigger where it sets an integer variable to the type of unit you want to spawn (GUI its for some reason a unit type variable although it is actually an integer).

You could also make it feed in data from arrays once there to completly remove the control coupling.

The problem with this sort of system is that it is just plain unfair. All it takes is 1 player to be fed units (due to poor tactical positioning) and you can get to tier 2. Once in tier 2, you can kill stuff more easilly and so get more kills and so hit tier 3. Etc... End result is you can get players being many tiers above other players and the other players unable to do anything to stop it.

This is what killed the Wars maps in Empire Earth. Maybe a strong hero can equalize it through.
 
Level 2
Joined
Jun 30, 2011
Messages
18
Agreed DSG, Except I made the playerkills have conditions. Like the spell tower I gave each player wouldn't count towards the kills, and the player killing his own units (as well as his team mates) Doesn't count towards it either. And thats also why there is a kick feature added in as well. But, I couldn't find a terrainer for the map.. So I just stopped making it.

I was thinking about the balancing and the feeding, and I decided that they will be given a sacrifice piece per 10 units they have, (instead of going by per 10 kills, this adds a lot more interest). And then when the pieces are used, 10 of the player's units get killed randomly (except golems and heroes, also removing the sacrifice pieces). But that was just an idea.
 
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