QUOTE(Shadow_Bringer @ Nov 7 2004, 07:52 PM)
Conditions:
Countdown timer is exactly 1 game seconds
Actions:
Set "Money"
Preserve Trigger
If all it does is set the trigger, why not use the countdown timer for all triggers at the same time?
QUOTE(Shadow_Bringer @ Nov 7 2004, 07:52 PM)
Conditions:
Current Player Bring at least 1 Building to X
Foes Bring exactly 0
Allies Bring exactly 0
Actions:
Modify Resources for Current Player: Add 300 Ore
Preserve Trigger
Hmm, there's no reference at all to the Countdown Timer or the money switch.
QUOTE(Shadow_Bringer @ Nov 7 2004, 07:52 PM)
Conditions:
"Money" is set
Actions:
Clear "Money"
[color=red]
This just makes it useless to set the switch, because it'll be cleared right away.
Setting the switch to make sure resources are given is a good idea. However, you can't use 1 switch to make sure about a dozen locations. So instead, use a score counter, and change it by 1 for each location done. In my example, I'll use Custom Score for player 8. You can replace this by any other player, or use the Deaths counter of a unused unit instead.
When all the locations are paid for, the countdown timer needs to start over, right? So when the custom score reached a certain value, the countdown timer should restart. I assume you want to have the timer start at the begin of the map, so let's make the value at which the countdown timer must start '0' (Since it starts at '0').
While setting the countdown timer, we'll prepare the Custom Score as well. It shouldn't be 0, since we use that to start the Countdown Timer, so let's set it to 1.
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 0.
|
| ¤ Countdown Timer is at most 0 game seconds. |
| Actions: |
¤ Modify Countdown Timer: Set to 60 seconds.
|
¤ Modify Score for Player 8: Set to 1 Custom.
|
| ¤ Preserve Trigger. |
Now at the start of the game, the Countdown Timer will run, and Player 8's Custom Score is set to 1. When the Countdown Timer runs out, we'll start paying for the locations. We check to see if the Countdown Timer runs out and the Custom Score is set to 1. (Otherwise, it might trigger at the start of the game, etc...) Of course we also check to see if the current player has right to gain the minerals. We pay, and we set the Custom Score to 2, to verify that we took care of this location.
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 1.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Current player brings at least 1 buildings to 'Zone 1'.
|
¤ Allies brings at most 0 buildings to 'Zone 1'.
|
| ¤ Enemies brings at most 0 buildings to 'Zone 1'. |
| Actions: |
¤ Modify Resources for Current player: Add 300 ore.
|
¤ Modify Score for Player 8: Set to 2 Custom.
|
| ¤ Preserve Trigger. |
Now, since the score is increased from 1 to 2, we need the payment for the next location to activate when the Custom Score is 2, not 1. So it'll look like this:
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 2.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Current player brings at least 1 buildings to 'Zone 2'.
|
¤ Allies brings at most 0 buildings to 'Zone 2'.
|
| ¤ Enemies brings at most 0 buildings to 'Zone 2'. |
| Actions: |
¤ Modify Resources for Current player: Add 300 ore.
|
¤ Modify Score for Player 8: Set to 3 Custom.
|
| ¤ Preserve Trigger. |
And along this line, the next trigger will look like:
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 3.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Current player brings at least 1 buildings to 'Zone 3'.
|
¤ Allies brings at most 0 buildings to 'Zone 3'.
|
| ¤ Enemies brings at most 0 buildings to 'Zone 3'. |
| Actions: |
¤ Modify Resources for Current player: Add 300 ore.
|
¤ Modify Score for Player 8: Set to 4 Custom.
|
| ¤ Preserve Trigger. |
I think you get the idea. Make a trigger like this for every location. Then for the last location, instead of setting the Custom Score 1 higher, set it back to 0, so the Countdown Timer will activate again. I'll assume you use 32 locations, but you can change that to anything else of course:
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 32.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Current player brings at least 1 buildings to 'Zone 32'.
|
¤ Allies brings at most 0 buildings to 'Zone 32'.
|
| ¤ Enemies brings at most 0 buildings to 'Zone 32'. |
| Actions: |
¤ Modify Resources for Current player: Add 300 ore.
|
¤ Modify Score for Player 8: Set to 0 Custom.
|
| ¤ Preserve Trigger. |
Now, the map will pass by all the locations, depending on the score, and then return to Custom Score 0, which will reset the whole cycle. There's one problem, though. What if there's no payment for a certain location, because none of the players built there, or more than 1 player did. We need to design triggers to increase the score as well in those cases, without paying anyone. First, let's do it for when 2 players build there:
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 1.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Current player brings at least 1 buildings to 'Zone 1'.
|
| ¤ Allies brings at least 1 buildings to 'Zone 1'. |
| Actions: |
¤ Modify Score for Player 8: Set to 2 Custom.
|
| ¤ Preserve Trigger. |
and all the way down to:
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 32.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Current player brings at least 1 buildings to 'Zone 32'.
|
| ¤ Allies brings at least 1 buildings to 'Zone 32'. |
| Actions: |
¤ Modify Score for Player 8: Set to 0 Custom.
|
| ¤ Preserve Trigger. |
And instead of allies, let's make one for enemies as well:
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 1.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Current player brings at least 1 buildings to 'Zone 1'.
|
| ¤ Enemies brings at least 1 buildings to 'Zone 1'. |
| Actions: |
¤ Modify Score for Player 8: Set to 2 Custom.
|
| ¤ Preserve Trigger. |
again all the way down to:
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 32.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Current player brings at least 1 buildings to 'Zone 32'.
|
| ¤ Enemies brings at least 1 buildings to 'Zone 32'. |
| Actions: |
¤ Modify Score for Player 8: Set to 0 Custom.
|
| ¤ Preserve Trigger. |
So, that were the triggers for 2 or more players building there. Now let's do the triggers for when no one builds there:
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 1.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Player 1 brings at most 0 buildings to 'Zone 1'.
|
¤ Player 2 brings at most 0 buildings to 'Zone 1'.
|
¤ Player 3 brings at most 0 buildings to 'Zone 1'.
|
¤ Player 4 brings at most 0 buildings to 'Zone 1'.
|
¤ Player 5 brings at most 0 buildings to 'Zone 1'.
|
¤ Player 6 brings at most 0 buildings to 'Zone 1'.
|
¤ Player 7 brings at most 0 buildings to 'Zone 1'.
|
| ¤ Player 8 brings at most 0 buildings to 'Zone 1'. |
| Actions: |
¤ Modify Score for Player 8: Set to 2 Custom.
|
| ¤ Preserve Trigger. |
and yet again all the way down to:
| Trigger |
| Players: |
| ¤ All players |
| Conditions: |
¤ Player 8 Custom Score is exactly 32.
|
¤ Countdown Timer is at most 0 game seconds.
|
¤ Player 1 brings at most 0 buildings to 'Zone 32'.
|
¤ Player 2 brings at most 0 buildings to 'Zone 32'.
|
¤ Player 3 brings at most 0 buildings to 'Zone 32'.
|
¤ Player 4 brings at most 0 buildings to 'Zone 32'.
|
¤ Player 5 brings at most 0 buildings to 'Zone 32'.
|
¤ Player 6 brings at most 0 buildings to 'Zone 32'.
|
¤ Player 7 brings at most 0 buildings to 'Zone 32'.
|
| ¤ Player 8 brings at most 0 buildings to 'Zone 32'. |
| Actions: |
¤ Modify Score for Player 8: Set to 0 Custom.
|
| ¤ Preserve Trigger. |
Now why do I use players 1-8 instead of all players? Because a player can leave the game. When a player leaves the game, triggers no longer work for that player, and his buildings are given to player 12. So if we just say All Players bring at most 0 buildings there, then it wouldn't activate, because player 12 owns a building there.
There you have it. I tried to explain stuff as explicit as possible, considering your Beginner skill level. It's a sort of tough concept though, so I hope it's understandable. Feel free to ask if it's not.