I am making a anti-camp system in my map. I make it so it show a count down before your unit die. Something like this:
| Trigger |
null| Players: |
| ¤ Team Black |
| Conditions: |
| ¤ Current player brings at least 1 men to 'Anti-Camp (2)'. |
| Actions: |
¤ Display for current player: (color)A(color)nti(color)-C(color)amp(color): (color)G(color)et within the (color)3(color) seconds or (color)die(color).
|
¤ Wait for 1000 milliseconds.
|
¤ Display for current player: (color)A(color)nti(color)-C(color)amp(color): (color)S(color)econds (color)R(color)emaining(color): ((color)3(color))
|
¤ Wait for 1000 milliseconds.
|
¤ Display for current player: (color)A(color)nti(color)-C(color)amp(color): (color)S(color)econds (color)R(color)emaining(color): ((color)2(color))
|
¤ Wait for 1000 milliseconds.
|
¤ Display for current player: (color)A(color)nti(color)-C(color)amp(color): (color)S(color)econds (color)R(color)emaining(color): ((color)1(color))
|
¤ Wait for 1000 milliseconds.
|
¤ Display for current player: (color)A(color)nti(color)-C(color)amp(color): (color)U(color)nit have been killed.
|
¤ Kill all men for Team Black at 'Anti-Camp (2)'.
|
| ¤ Preserve Trigger. |
(color) - a color letter
I tried putting the millisecond to 1 but other messages still doesn't show up ingame when I put an unit on the location 'Anti-Camp (2)'. Help please. Thanks
There's far too much detail you're leaving out here. Where are the locations? The areas? It would be better if you gave us the map.
Why not just enable some Gun Traps in the camped area for the player being camped when all his units there are dead? Then turn 'em off when the enemy has no units left in the area.
You should make it so that it has more than 1 trigger. Because once that condition has been met, it will continue running no matter what.
So
1. Brings to location. Display "3", wait 1000, set switch 1
2. Brings to location, switch 1 set. Display "2", wait 1000, set switch 2
3. Brings to location, switch 1 set, switch 2 set. Display "1", wait 1000, set swtich 3
4. Brings to location, switch 1 set, switch 2 set, switch 3 set.Do w/e to kill campers
5. Brings 0 to location. Clear switch 1 2 and 3
QUOTE(Mp)3 @ Jan 22 2005, 02:00 PM)
There's far too much detail you're leaving out here. Where are the locations? The areas? It would be better if you gave us the map.
[right][snapback]130187[/snapback][/right]
Because I thought there was too much color, so I decided to put them up.
QUOTE(Nozomu @ Jan 22 2005, 02:00 PM)
Why not just enable some Gun Traps in the camped area for the player being camped when all his units there are dead? Then turn 'em off when the enemy has no units left in the area.
[right][snapback]130188[/snapback][/right]
Hmm, I forgot all about the gun traps. I like this idea, I might just put gun traps.
Use LegacyWeapon's way. It is better than to have weapons of mass destructions. Because then the player can get kills. If you don't want the campers to die, you can either teleport them somewhere with LegacyWeapon's trigger or give the units in the location to myabe p12 and order p12 to order the units to move somewhere else and then give them back.
QUOTE(KaboomHahahein @ Jan 22 2005, 03:36 PM)
Use LegacyWeapon's way. It is better than to have weapons of mass destructions. Because then the player can get kills. If you don't want the campers to die, you can either teleport them somewhere with LegacyWeapon's trigger or give the units in the location to myabe p12 and order p12 to order the units to move somewhere else and then give them back.
[right][snapback]130272[/snapback][/right]
Hmm, after reading your post, I reread LegacyWeapon's post. I think its better then the gun traps because like you said, they would give the other team kills, it wouldn't be fair. LegacyWeapon's post also helped me understand more on how to use a switch! Thanks a lot guys. By the way, how do I show the whole map at the beginning of the game, then all goes back to fog? Like all the laser tag maps, it shows the full map first, then disable the vision. I tried making player 7's map revealers on everywhere, then vision it with player 1-6, then unvision. But it doesn't work. I also tried making detectors everywhere, then removed them, but it also didn't work. I tried fog of war, putting all the black screen to fog, but when I control player 4, it doesn't show the fog of war. Hope this post wasn't too confusing... thanks....
You probably set the visions for the players wrong. The selected players see the visions of the playes in the trigger box.
careful using the vision script because if youhave anti-hacking, you may crash
Instead of doing it as 1 trigger like you have there. Make each one into a seperate trigger. Because if people move into the anti-camp area they are going to see ALL the messages regardless of whether they have left it or not. You should do something like:
Conditions:
Player brings at least 1 men to 'anti camp'.
Player Custom score is exactly 0.
Actions:
Display text message "3 seconds".
Wait 1000 miliseconds.
Set Custom score for Player: Add 1.
Preserve.
Conditions:
Player brings at least 1 men to 'anti camp'.
Player Custom score is at least 1.
Actions:
Display text message "2 seconds".
Wait 1000 miliseconds.
Set Custom score for Player: Add 1.
Preserve.
Conditions:
Player brings at least 1 men to 'anti camp'.
Player Custom score is at least 2.
Actions:
Display text message "1 second".
Wait 1000 miliseconds.
Set Custom score for Player: Add 1.
Preserve.
Conditions:
Player brings at least 1 men to 'anti camp'.
Player Custom score is at least 3.
Actions:
DEATH.
Preserve.
Hmm... Didn't I just say that?
Thanks for reading all the posts in the thread before posting

Yeah, sorry. But I had a different method of doing it that I wanted to post. I did, however, forget to throw in the last trigger...
Conditions:
Player brings exactly 0 men to 'anti camp'.
Player Custom score is at least 1.
Actions:
Set Custom score for Player: Subtract 1.
Preserve.
With mine, he can't really come in and leave, come in, and leave and reset the countdown everytime.
But with his original post, the countdown is continuous and can kill him after leaving for a couple seconds and comming back. And with yours, he can stay 2 seconds, leave, and then come back without having to wait for the timer to go back up.
You forgot the
Conditions:
Player brings exactly 0 men to 'anti camp'.
Player Custom score is at least 1.
Actions:
Set Custom score for Player: Subtract 1.
Wait 1000 msPreserve.

You don't need that. If it's a normal trigger there will be a wait anyway.
But if there are hyper triggers it will go to 0 in a second...
If there aren't hyper triggers, then why do you have waits for all the other ones then?
Chu, is the custom score neccessary?
You can use a death count if you want.
The custom score or death counter is necessary if you want to keep track of the amount of time they have been and have not been in the area.
i think that floor trap gun would be enought :\ cuz other too many triggers will just lag you off and slow downt he other triggers( wich might be why it wont work properly)
QUOTE(Chu @ Jan 22 2005, 10:01 PM)
The custom score or death counter is necessary if you want to keep track of the amount of time they have been and have not been in the area.
[right][snapback]130561[/snapback][/right]
What if i already have a kill counter?
QUOTE(opsy @ Jan 22 2005, 10:21 PM)
i think that floor trap gun would be enought :\ cuz other too many triggers will just lag you off and slow downt he other triggers( wich might be why it wont work properly)[right][snapback]130561[/snapback][/right]
I want this map to look awesome =).
I'm not sure what you mean. The custom score is only used to control anti-camp. You can use anything else you want to control it. But if you're doing it my way you just need to make sure you can subtract and add to the variable.
QUOTE(opsy @ Jan 23 2005, 12:21 AM)
i think that floor trap gun would be enought :\ cuz other too many triggers will just lag you off and slow downt he other triggers( wich might be why it wont work properly)
[right][snapback]130597[/snapback][/right]
Triggers that don't do anything graphically in SC don't lag SC.
The the counting method can also be used with the floor trap guns (giving them to a computer unallied to the camper)
This counting anti-camp is to ensure that the camper does not stay longer than X seconds. In your case this X is 3. So in order to prevent camping, the unit must leave for the amount of time that it entered in order to reset the counter completely. Otherwise if it just leaves for 1 second, then it will only subtract 1 second off its killing timer.
If you were to use the way I had described, then if the camper were to leave for 1 second, the counter completely resets the moment the camper leaves.
A death counter:
We have tutorials for everything!
http://www.staredit.net/index.php?tutorial=124I tried Chu and LegacyWeapon's trigger that was given for the anti-camp system. They didn't work. I asked a friend a mine who was on starcraft and his a map maker also. He said that the trigger might be affected by the hyper triggers I had. I also tried putting my units' health go from 100 percent to 10 percent, 10 percent and then to 100 percent, it also didn't work. I created a map with some marines in place inside a location. I set a trigger, modify the marine's health in 'location' to 100 percent, 90, percent, 80 percent, etc. It works, I also try putting hyper trigger, it also work. So now I don't know what to do.
Yeah if you have hyper triggers that are affecting the player that is running the anti-camp triggers, you will experience problems. The alternative to "wait 1000 miliseconds" would then be to make another custom counter that adds 12 to the deaths or custom score of a player (12 = 1 second or 1000 miliseconds, that is). The changes are simple:
Conditions:
Player brings at least 1 men to 'anti camp'.
Player Custom score is at most 36.
Actions:
Set Custom score for Player: Add 1.
Preserve.
Conditions:
Player brings at least 1 men to 'anti camp'.
Player Custom score is exactly 0.
Actions:
Display text message "3 seconds".
Preserve.
Conditions:
Player brings at least 1 men to 'anti camp'.
Player Custom score is exactly 12.
Actions:
Display text message "2 seconds".
Preserve.
Conditions:
Player brings at least 1 men to 'anti camp'.
Player Custom score is exactly 24.
Actions:
Display text message "1 seconds".
Preserve.
Conditions:
Player brings at least 1 men to 'anti camp'.
Player Custom score is at least 36.
Actions:
DEATH.
Preserve.
Conditions:
Player brings exactly 0 men to 'anti camp'.
Player Custom score is at least 1.
Actions:
Set Custom score for Player: Subtract 1.
Preserve.
A dead marine, you should add a trigger in the respawn that resets the player's custom score because you probably want the anticamp to reset when the player dies.