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Problem with regions

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Hi everybody,

Got another problem which I hope can be solved by you!

This is the situation.

I got trigger which describe that when a worker enters a region, it gives the team full map vision. And when it leaves/dies the full vision will vanish..

The problem is, that when 2 players of the same team are in it.. And 1 leaves the region, the full vision will vasnish.. But because there other players is still in this region, I dont want it to vanish..

In global this is what I have..

Event
Any unit enters region


Action

If
(Triggeirng unit) is Required: filter on worker = true
Triggering player = 1

Then
Timer - start Team 1 Timer as repeating timer that will expire in 1 game time seconds..




Event
Timer - Timer Team 1 Timer expires


Actions
Visbility - Reveal (entire map) for player 1 for 1.0 second and do NOt check cliff level

Visbility - Reveal (entire map) for player 2 for 1.0 second and do NOt check cliff level

Visbility - Reveal (entire map) for player 3 for 1.0 second and do NOt check cliff level



I got the same trigger when they leave the region, but then at actions Pause timer..

Why I do this with timers is because the only Action which will cause full vision is with a timer (dont know why there isnt any other simpler Action)..

I made for every situation and for every player a other trigger (like stated above)..

The problem now is that when 2 players of the same team are in the region, it will show full vision (which is okay).. But when 1 of them is leaving the region, the full vision will turn off for the team..

I know I can solve this by adding for every player a diffrent timer on it.. But I got the same system for the victory system.. When a worker enters region a TEAM COUNTDOWN will start.. All player r triggering the same countdown, and also triggering the pause of the same countdown..

I hope i have been detailed enough.. Hope someone can help me by finding the solution for this :)

The thing I want is that when 2 players are in region and action is gained and when 1 player is leaving the region.. I dont want the trigger that will undo the action working while there is an ally worker is in the region too.. Cant find any proper condition that will fits this issue..

THanks in advance!!!
 
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Level 4
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May 2, 2013
Messages
107
just add an condition to the turn off trigger that checks the number of alive units of player in that region


As you said this sounds so easy lawl, but its more difficult than you think...


I already was searching for something like that.. Just can't find the right conditions to do so.. Or find the right links to cause the effect I want..

Though, there should be an filter on the units that should be count. Cuz I only want it to work for workers (Probe, Drone and SCV). The number of alive units of player describe all units, thats not what will work for the game.


I checked many conditions and linked many conditions, but just can't figure which ones to combine or to take to cause the effect that is stated above..

If you can check for me how and what for conditions should be set up to get that effect that'll work, I would be gratefull.
 

Dr Super Good

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Level 64
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Jan 18, 2005
Messages
27,258
Well here is an example of how you could do it.

Your problem specification was very unclear as to what you meant by an alliance so I took the StarCraft II trigger meaning. An alliance is a diplomacy property between one player and another who is actively player.

Move workers onto creep to reveal map.
Move workers onto funny ground patch to start countdown timer.

No periodic triggers are used.
Killing workers in the area will correctly stop the process.
Allies receive share the effect. With vision they get their own vision modifier supporting a lack of shared vision.

The system does not support alliance changes during a process neither does it support non-uniform alliances. You did not specify these in your problem specification.
 

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  • Reveal All Testmap.SC2Map
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Level 4
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After seeiying the file you sent, it made me realize how little I still know about triggers..

That file u send is exaclty what I was seachring for.. Thank you for the effort.. The is by far the most valueable comment i have had so far..

Im going to figure what you have done, and how u made this.. Seems very complicated, but I will figure.. The only time i used a variable is to start a new timer.. The other functions of the variables, just dont know what they do.. And never added parameters for anything, thus this will open new posssibilities for me when it comes to triggers.. :)

I've got some homework now, I will learn alot from this file.. Thank you very much
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
That was just one way to do it. In fact I am not too happy with what I produced in the end.

If the allied players have shared vision you could to it much more simply, but by the way you gave each of them their own revealer I assumed vision was not shared so they need their own when someone from the team enters.

With the countdown system an instance based mapping may have been better but I was getting very tired as it took longer to make than I expected.
 
Level 4
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Im trying to do what you did with the vision.. But perhaps I can tell you more specified what our situation is.. Maybe what you made also works, but ther is something I forget..

There are 2 regions on the map, lets call region 1 and region 2.. there are 2 teams (3v3), lets say team 1 = player 1, 2 and 3 and team 2 = player 4, 5 and 6.. I didnt put in triggers that will link a team to players, I put in a trigger that player 1,2 and 3 treat each other as ally's and player 4,5 and 6 treat each other as ally's..

If a player of team 1 enters region 1, full visibility should show for all his ally's en himself.. But when team 1 enters region 2, nothing will happen..

If team 2 enters region 2, full visibility should show for all his ally's en himself.. But when team 2 enters region 1, nothing will happen..

I did what you made, but it didnt work.. And i think thats because there are 2 regions.. Or isnt that it, or I made a mistake, also possible..

Though I just took the action of the action definition and put a extra condition 'Triggering player = x ' to specify the player who is triggering the trigger ..
 
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