Ok i wana make a trigger, that does an effect similar to plague, where it lowers the health of the unit... and if possible, restores it after the unit leaves that area. AND it only affects certain units, and has a message, that DOES NOT SPAM... but goes away AFTER the unit leaves that area... (The leaving area part i think is on its own, so no need to edit anything there) Thank you for your help!
OR...
An alternative is, make a unit when the person enters the area, where the unit does a skill, and the unit after doing the skill, dies / leaves or something that will lower the health when entering the area, with a warning...
God im so desparate for an anti-camp system... i just got a crap load of ideas lol!
And im having trouble with stacking different player's map revealers in places...
QUOTE(Vampiir @ Jan 20 2007, 03:26 PM)
Ok i wana make a trigger, that does an effect similar to plague, where it lowers the health of the unit... and if possible, restores it after the unit leaves that area. AND it only affects certain units, and has a message, that DOES NOT SPAM... but goes away AFTER the unit leaves that area... (The leaving area part i think is on its own, so no need to edit anything there) Thank you for your help!
OR...
An alternative is, make a unit when the person enters the area, where the unit does a skill, and the unit after doing the skill, dies / leaves or something that will lower the health when entering the area, with a warning...
God im so desparate for an anti-camp system... i just got a crap load of ideas lol!
And im having trouble with stacking different player's map revealers in places...
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Well about the anti-camp system. Just do it so that, Player brings at least 1 unit>Add Camp Death Count. Second trigger, Player suffered x amount of deaths>kill/move all units to "location" Sorry about the lame layout.
Hmm... i might try that...
Next question, why wont the goddamn revealers work? and when I set 0 damage to ground, and XXX damage to air, it still does ground damge... why?
Also what about resetting that count? and a warning message? cuz i dont want warnings to spam all over his/hers/my screen
QUOTE(Vampiir @ Jan 20 2007, 03:39 PM)
Hmm... i might try that...
Next question, why wont the goddamn revealers work? and when I set 0 damage to ground, and XXX damage to air, it still does ground damge... why?
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Well, if you put 0 in a editor like Xtra it will automatically put the damage as 1. If you use SCMDraft it wont do that.
Can traps such as floor missle trap attack air?
QUOTE(Vampiir @ Jan 20 2007, 03:43 PM)
Can traps such as floor missle trap attack air?
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I think missile can but flame traps cant. Also floor gun traps can attack air I think. Maybe not though. Sorry if im wrong I usually dont use those traps.
Humm... Ok il have to test that...
Secondly... If i put down a red revealer (stacked revealers dont seem to work) on a flag, and the person leaves, will the people still be able to see his revealer's fog of war? Like will it still be uncovered?
QUOTE(Vampiir @ Jan 20 2007, 03:48 PM)
Humm... Ok il have to test that...
Secondly... If i put down a red revealer (stacked revealers dont seem to work) on a flag, and the person leaves, will the people still be able to see his revealer's fog of war? Like will it still be uncovered?
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Well, if player one left. The other players wouldnt be able to see that revealer. What id suggest is that the revealer is controlled by a computer, that way it will have infinite vision and you dont have to worry if a player left.
So... is it possible to stack revealers or not? I still cant get that answer! no1 seems to know ... I mean, ive tested, and revealers dont work... and I dont have a computer player, so that complicates things...
QUOTE(Vampiir @ Jan 20 2007, 04:19 PM)
So... is it possible to stack revealers or not? I still cant get that answer! no1 seems to know ... I mean, ive tested, and revealers dont work... and I dont have a computer player, so that complicates things...
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Yeah you can stack them.
QUOTE(Vampiir @ Jan 20 2007, 03:39 PM)
and when I set 0 damage to ground, and XXX damage to air, it still does ground damge... why?
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If the unit only does ground damage by default, you can't use map settings to give it an air attack.
Nah im talking about protoss cannons... or the dragoon, in starforge set to 0, still does damage
attacks will do 0.5 dmg if set to 0
Edit by PCFredZ: don't start misleading people with that comma where a period ought to be
Okay, you CAN stack map revealers, but if you want them to have vision to whole map, the simplest way would be to use the Place map revealers option in the scenarios menu, then simply place map revealers for all players, that way it won't matter if a player leaves.
Oh, and I am almost certain that floor gun traps CANNOT hit air.
To make it so the message doesn't spam, simply add some sort of wait, or set a switch when the message should be said, and make it so that the conditions for the trigger to say the message are, that the switch it set, and that the deathvounts are at 0, then you add 1 deathcount until it hits 5, then set the death counts back to 0, that way it doesn't fill screen with messages.
For your plague affect, simply make it so when he goes into 1 location, have some traps attack them, by having the comp that owns the traps unally them. Then have a larger location around that location and say if he brings 1 man there, and 0 men to the smaller location, set all units in the larger location to 100%.
Hope I helped.
QUOTE(Falkoner @ Jan 20 2007, 06:20 PM)
Okay, you CAN stack map revealers, but if you want them to have vision to whole map, the simplest way would be to use the Place map revealers option in the scenarios menu, then simply place map revealers for all players, that way it won't matter if a player leaves.
Oh, and I am almost certain that floor gun traps CANNOT hit air.
To make it so the message doesn't spam, simply add some sort of wait, or set a switch when the message should be said, and make it so that the conditions for the trigger to say the message are, that the switch it set, and that the deathvounts are at 0, then you add 1 deathcount until it hits 5, then set the death counts back to 0, that way it doesn't fill screen with messages.
For your plague affect, simply make it so when he goes into 1 location, have some traps attack them, by having the comp that owns the traps unally them. Then have a larger location around that location and say if he brings 1 man there, and 0 men to the smaller location, set all units in the larger location to 100%.
Hope I helped.
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Waits and Switches really aren't necessary at all, Falkoner.
Well, looking at his other posts, it seems he is using hypertriggers, so he WOULD need to use some sort of wait to make the message not spam the screen.
QUOTE(Falkoner @ Jan 20 2007, 07:42 PM)
Well, looking at his other posts, it seems he is using hypertriggers, so he WOULD need to use some sort of wait to make the message not spam the screen.
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Waits + Hyper triggers =
Disaster.
Only if they in the same player slot
QUOTE(Falkoner @ Jan 21 2007, 08:53 AM)
Only if they in the same player slot
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Think about how many Wait actions (not counting Hyper Triggers) mappers usually want to run at once. In most cases, it is more than one. Bam, wait blocks.