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Staredit Network -> UMS Assistance -> Makeing a defence map
Report, edit, etc...Posted by Xghozt on 2005-06-07 at 03:41:04
The map I am making goes like this...

Player 1 is required

player 1 starts by moving a civ up to a designated area

Then each player defends their own area.

I made the first switch but I dont know how to make the levels. I want it to be non-stop action, meaning player one does not have to start each level. Please Help helpsmilie.gif

Also a big issue im haveing: If only 2 or 3 peaple play instead of 6 how do I get the enimy units to appear at only their area.

Player 8 is the enimey.
Report, edit, etc...Posted by Medieval_Massacre on 2005-06-07 at 19:56:30
Make a location over a beacon for the civ for player 1 to move to. Make it say this to start lvl 1


Trigger
Description:
Start
Players:
¤ Player 1
Conditions:
¤ Player 1 moves 1 civilain to loaction start
Actions:
¤ Remove one Civilian at location start
¤ Set Switch 1


Make a location over the place wehre the units spawn and move.


Trigger
Description:
Lvl 1
Players:
¤ All players
Conditions:
¤ Switch one is set
Actions:
¤ Create x amount of lvl 1 at location (and other locations)


Continuous goes like this


Trigger
Description:
Continuous
Players:
¤ Player 8
Conditions:
¤ Player 8 controls at least 0 units at Location unit spawns/ move
¤ Switch one is set
Actions:
¤ Set Switch 2
¤ Clear Switch 1


Then put for hte other triggers the next switches. K? Any confusion just repost
Report, edit, etc...Posted by O)FaRTy1billion on 2005-06-07 at 23:11:48
For the
QUOTE
Also a big issue im haveing: If only 2 or 3 peaple play instead of 6 how do I get the enimy units to appear at only their area.

Make the triggers like this:

Trigger
Players:
¤ Player 1
Conditions:
¤ Current Player commands at least 1 men
¤ Switch 1 is set
Actions:
¤ Create X Level one for Player 8


then do that for each player. Then if the player is not there, they will not spawn.

Off topic: 500th post w00t! cheers.gif
Report, edit, etc...Posted by Xghozt on 2005-06-07 at 23:35:22
Yea, ok I got that part done now thanx guys.

Now I know how to do the levels too Ill have to make every level 6 times
lol
*gets started....*
Report, edit, etc...Posted by Undead-Fox on 2005-06-08 at 01:02:47
Just an opinion to the maker of this map. Making it so the map is entirely dependant that Player 1 is there, isn't very good in my eyes. Because, if Player 1 left, it screws EVERYONE over and the game ends there, even at the beginning or something. So, make it so if Player 1 leave the next player in line gets the civ perhaps?
Report, edit, etc...Posted by Medieval_Massacre on 2005-06-08 at 01:40:19
Ok make the trigger like this to give civ to other playres


Trigger
Description:
Give civ to players
Players:
¤ Force 1 (whatever force name is that the defenders are in)
Conditions:
¤ Player 12 controls at least 1 any unit at civ start location
Actions:
¤ Give all any unit to current player


its right here to.

http://www.staredit.net/index.php?tutorial=46

Cant you do this with starforge as well or do you havet ohave player 12 triggers inserted?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-08 at 02:10:42
i have a better system. heres the map. X-------y y is where the guys end and x is where the guys start. Do triggers.

Trigger
Description:
Levels Start
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Set timer to "time you want players to initially build with"


Then have a trigger.


Trigger
Description:
Next Level
Players:
¤ All Players
Conditions:
¤ Countdown timer at most 0
Actions:
¤ Set deathcounts for "pick an unused unit" add 1
¤ Set timer to "time you want player to build and kill attackers until next level"


The deathcount # will be the current level. ie dc 1=level 1


Trigger
Description:
Force Level Startl
Players:
¤ All Players
Conditions:
¤ Current player brings exactly 1 civillian to level start
Actions:
¤ Set deathcounts for "pick an unused unit" add 1
¤ Set timer to "time you want player to build and kill attackers until next level"
¤ move civillian to civillian restart.


Thats for, if the players dont want to wait.

For each level have.


Trigger
Description:
Level "?"
Players:
¤ All Players
Conditions:
¤ Deathcounts="?"
Actions:
¤ Do what you want with that level


Very simple thing to do.

Also add in the civillian give to p2+ so that they dont have to wait if p1 leaves.
Dc are better than switches because you dont have to use a lotta of them. Now there free for other things. I also recommend doing checks to see if a person is there. Ie.(dc=2, player 2 controls create this here. That way if theres less players theres still a fair game. This way you dont need a full house to win.



Report, edit, etc...Posted by Xghozt on 2005-06-09 at 20:28:34
dude, I dont understand. i did the first part but what is the name of the trigger for the deathcount on conditions. im useing StarForge....

I dont know how to do the "If Deathcount = 1" part....
Report, edit, etc...Posted by KaboomHahahein on 2005-06-09 at 20:51:41
Deathcounters are another for of a "switch"

Here is a tutorial if you don't understand how to use them.
http://www.staredit.net/index.php?tutorial=124
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