- Joined
- Mar 6, 2008
- Messages
- 1,057
Hello there. I am currently in the process of making a campaign, and there are some basics I want to do first before proceeding with the project. These basics I'll need will be essential for every map included in the campaign, and they are part of the default game-play I am planning to make.
Now, I managed to complete the trigger #2 just by using GUI. (I am well experienced in GUI, however JASS was never my thing and simply can't learn it, due to not knowing jack shit about programming) However, as I've seen it might cause leaks and it's not really effective as much as I'd like it to be.
Below I'll write down what triggers I need done, and they shouldn't be too hard for those who are able to write them down in JASS. I'll of course give proper credits to them in the campaign, and in addition to that I am planning to make some Easter Eggs in game for each user whose resources I use and whoever helped on making that project come to life.
Here are the triggers I'll need:
Trigger #1:
I want gold mines (I'll use the default gold mines, even though everything else will be custom made, such as races etc.) to restore lost gold up to 10,000 after not being used for 30 seconds. So for example, if I send a Peasant to collect some gold for me from the mine, mine will lose the gold by defaults. However, if its not mined for at least 30 seconds at all, it'll restore 1 gold each second until mined again.
Oh and have no worries, I don't plan on using the Haunted gold mines nor Night Elven ones. All my races, as the whole campaign itself, will have custom made content and fictional races - where each and every will use default gold mines to gather gold, even the Undead and Dark Elves. (My version of Night Elves)
Short:
1. Maximum amount of gold a Gold Mine is supposed to have is 10,000.
2. If not mined for at least 30 seconds, it'll restore 1 gold each second up to 10,000. (Slowly returning back to maximum)
3. Once mined again, it doesn't restore anything until it stops getting mined for at least 30 seconds.
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Trigger #2:
The second one is rather simple, and will be reasoned well why I need it to be like that. My style of making maps is somewhat close to the way MMORPG's function as in whole. I don't spam trees, I don't make them have any huge importance in the ways my maps look, and my maps are more aimed towards the realism rather than default game-play as presented in default Warcraft III.
What I mean by what I've written above is that my maps have a few trees here and there, just to serve as decoration for some other doodads and are purposely placed on each spot they are on. Of course, that as well depends on the region where map is taking place. Here is an example of what I mean by random and calculated placement of trees where they belong, at least in my opinion. Screen-shot is taken from the WIP of first chapter of the campaign I'm making.
Now to get to the trigger itself:
I want trees to, when a worker type of unit is issued an order to harvest, restore their health points to 100%. That way trees can be cut down by other stuff, such as artillery with attack ground and that stuff, however when someone wants to harvest them, they cannot take them down. That is simply because there are not too many trees, and resource gathering is not a priority in my campaign. I want to focus more on the battlefield and tactics.
Short:
1. When a unit is issued an order to harvest the tree, that tree receives a restoration of its health points back to 100%.
2. It can still be destroyed by any other means, such as attack ground by Mortar Team.
--------------------------------------------------------------------------------------------------------------------
Another example of the way my sandbox terrains work is here. These screen-shots are still in WIP stage and much more decorations will be added to the map. Anyhow yeah, just so you can see what I mean by tree placement, that's the purpose of uploading these two images.
Thanks in advance, and of course in case you can do this for me, expect huge credits and an Easter Egg in the campaign related to you, your name or whatever can be recognized as yours.
Now, I managed to complete the trigger #2 just by using GUI. (I am well experienced in GUI, however JASS was never my thing and simply can't learn it, due to not knowing jack shit about programming) However, as I've seen it might cause leaks and it's not really effective as much as I'd like it to be.
Below I'll write down what triggers I need done, and they shouldn't be too hard for those who are able to write them down in JASS. I'll of course give proper credits to them in the campaign, and in addition to that I am planning to make some Easter Eggs in game for each user whose resources I use and whoever helped on making that project come to life.
Here are the triggers I'll need:
Trigger #1:
I want gold mines (I'll use the default gold mines, even though everything else will be custom made, such as races etc.) to restore lost gold up to 10,000 after not being used for 30 seconds. So for example, if I send a Peasant to collect some gold for me from the mine, mine will lose the gold by defaults. However, if its not mined for at least 30 seconds at all, it'll restore 1 gold each second until mined again.
Oh and have no worries, I don't plan on using the Haunted gold mines nor Night Elven ones. All my races, as the whole campaign itself, will have custom made content and fictional races - where each and every will use default gold mines to gather gold, even the Undead and Dark Elves. (My version of Night Elves)
Short:
1. Maximum amount of gold a Gold Mine is supposed to have is 10,000.
2. If not mined for at least 30 seconds, it'll restore 1 gold each second up to 10,000. (Slowly returning back to maximum)
3. Once mined again, it doesn't restore anything until it stops getting mined for at least 30 seconds.
--------------------------------------------------------------------------------------------------------------------
Trigger #2:
The second one is rather simple, and will be reasoned well why I need it to be like that. My style of making maps is somewhat close to the way MMORPG's function as in whole. I don't spam trees, I don't make them have any huge importance in the ways my maps look, and my maps are more aimed towards the realism rather than default game-play as presented in default Warcraft III.
What I mean by what I've written above is that my maps have a few trees here and there, just to serve as decoration for some other doodads and are purposely placed on each spot they are on. Of course, that as well depends on the region where map is taking place. Here is an example of what I mean by random and calculated placement of trees where they belong, at least in my opinion. Screen-shot is taken from the WIP of first chapter of the campaign I'm making.
Now to get to the trigger itself:
I want trees to, when a worker type of unit is issued an order to harvest, restore their health points to 100%. That way trees can be cut down by other stuff, such as artillery with attack ground and that stuff, however when someone wants to harvest them, they cannot take them down. That is simply because there are not too many trees, and resource gathering is not a priority in my campaign. I want to focus more on the battlefield and tactics.
Short:
1. When a unit is issued an order to harvest the tree, that tree receives a restoration of its health points back to 100%.
2. It can still be destroyed by any other means, such as attack ground by Mortar Team.
--------------------------------------------------------------------------------------------------------------------
Another example of the way my sandbox terrains work is here. These screen-shots are still in WIP stage and much more decorations will be added to the map. Anyhow yeah, just so you can see what I mean by tree placement, that's the purpose of uploading these two images.
Thanks in advance, and of course in case you can do this for me, expect huge credits and an Easter Egg in the campaign related to you, your name or whatever can be recognized as yours.