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[Trigger] Need help with difficult system.

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Level 10
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Nov 23, 2006
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Hello.

I am working on system for my map, but my experiences aren't good enough to do it.
What I need.

I'm working on battlefield like map. There are five tower over the area. When one team destroy the tower, new one is generated in color of first player in team. Then this team is getting +5 resources each 20 seconds. Both team's resources are going to be showed on scoreboard (Need help with this as well)
When other team destroy the tower controled by other team, it all happens again, but other team is getting resources.
When one team get 2000 resources, it wins.

Thx.
 
  • Tower Change
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Guard Tower
    • Actions
      • Set TempLocA = (Position of (Dying unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Unit - Create 1 Guard Tower for Player 7 (Green) at TempLocA facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Unit - Create 1 Guard Tower for Player 1 (Red) at TempLocA facing Default building facing degrees
        • Else - Actions
      • Custom script: call RemoveLocation(udg_TempLocA)
  • Resources
    • Events
      • Time - Every 20.00 seconds of game time
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Add 5 to (Picked player) Current lumber
http://www.hiveworkshop.com/forums/showthread.php?t=6981

I hope this helps :grin:
 
  • Tower Change
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Guard Tower
    • Actions
      • Set TempLocA = (Position of (Dying unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Unit - Create 1 Guard Tower for Player 7 (Green) at TempLocA facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Unit - Create 1 Guard Tower for Player 1 (Red) at TempLocA facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Neutral Hostile
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Killing unit) belongs to an ally of Player 1 (Red)) Equal to True
            • Then - Actions
              • Unit - Create 1 Guard Tower for Player 1 (Red) at TempLocA facing Default building facing degrees
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Killing unit) belongs to an ally of Player 7 (Green)) Equal to True
            • Then - Actions
              • Unit - Create 1 Guard Tower for Player 7 (Green) at TempLocA facing Default building facing degrees
            • Else - Actions
        • Else - Actions
      • Custom script: call RemoveLocation(udg_TempLocA)
 
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