I've got a new map in the making called Stranded RPG, but I have one problem. The upgrades are like buying new weapons, but i want a way to only allow the players to buy new weapons (upgrade) when there atleast a certain level. I need a way to disable upgrades with weapons.
That is one way I could do upgrades, or I was thinking something like when you gain a level, it automatically upgrades attack and defence, is there anyway of doing this?
I'm also open to any other suggegstions for upgrades or anything else that people want in a multiplayer Starcraft RPG.
You can't take away upgrades unless you use EUD. But from what I've seen it would cause "undesirable side effects".
That is completely incorrect. You can use Uber@tion to remove techs and such without doing any other damage to your map, other than crashing Mac users.
Hmm, must have skipped over that. Other EUD's don't make side effects...
Besides, he wants to give, not take away, upgrades.
QUOTE
I need a way to disable upgrades with weapons.
QUOTE
but i want a way to only allow the players to buy new weapons (upgrade) when there atleast a certain level.
Disable by default and and then enable when they aquire the proper level.Ya I don't even think you need EUD for that. Simply create the required buildings for the player when you reach the level.
but the thing is that if i were to just give the buildings to the player, they could up attack twice instead of defence once and attack once.
SIDE NOTE: minerals are used as gold to buy items, so gas is my only option for upgrading, that's my problem, by the way, unit choices for this map are Terran infantry or Protoss ground.
have the upgrade cost increase each time. when people reach a certain level, always set their minerals (or gas, whichever you use) to the required amount for the upgrade. like in the dbz maps.
also, you can change the amount of damage a unit does and it's armor amount with eud's. like in innovation d.
Using Uber@tion can be easier, but there are a few issues:
Lets say for example you use custom score for level, and the hero unit in question is a marine. The default upgrade max is level 1 so the player can only upgrade attack/armour once at level 1.
When he levels you up the custom score by one. Orginally you could just up the uprade max using EUD triggers, but according to Uber@tion the majority of the triggers would be unuseable for either the armour or weapons for just about all of the players because the trigger would require the editing of the death counters on players 9-12. Assuming Uber@tion is right, the only way you could do it that I can think of is to use a straight set upgrade trigger, I hope you weren't planning on making those upgrades costing money..

That aside, the following trigger would upgrade the marines attack and armour upgrades by 1 when player 1 levels;
| Trigger |
| Description: |
| Player 1 Level Upgrade |
|
| Players: |
| ¤ P1 |
| Conditions: |
| ¤ Player 1 custom score is exactly 2. |
| Actions: |
¤ Modify death counts for Player 4; Add 1 for 252.
|
| ¤ Modify death counts for Player 5; Add 16777216 for 252. |
The first action being for infantry armour +1 and the second for infantry weapons +1.
Then for the next level you would just repeat except change the conditions to custom score of 3. I hope this helps..
uhh, you don't need EUDs to do this...
Whenever they have X amount of exp or X lvl just create a upger for the player
-OR-
If they go into a building to upgrade, just make it so they need a certain amount of exp///Level to be able to use the upger...
But if you wanted them to get it automatically, then yes, u'd have to use EUDs
QUOTE(saibaman8 @ Aug 10 2005, 05:06 PM)
have the upgrade cost increase each time. when people reach a certain level, always set their minerals (or gas, whichever you use) to the required amount for the upgrade. like in the dbz maps.
also, you can change the amount of damage a unit does and it's armor amount with eud's. like in innovation d.
[right][snapback]283489[/snapback][/right]
This is exactly what I would do, I have done this in a few maps before and I think it's by far your easiest option.
well this has given me some ideas, the whole point is auto upgrades, (+1 attack and armour every level) some of you have drifted off to where the player has to upgrade manually, but i only hav gas to use, so someone could upgrade tehre attack twice instead of once. well so far my best bet is EUDs, but i dont understand the triggerring, can some one maybe make some triggers for me, just the basics like maybe 2 levels for terran and protoss
Maybe check out uBeR@TiOn for the triggering...
QUOTE(AFL-InuYasha @ Aug 10 2005, 10:14 AM)
well this has given me some ideas, the whole point is auto upgrades, (+1 attack and armour every level) some of you have drifted off to where the player has to upgrade manually, but i only hav gas to use, so someone could upgrade tehre attack twice instead of once. well so far my best bet is EUDs, but i dont understand the triggerring, can some one maybe make some triggers for me, just the basics like maybe 2 levels for terran and protoss
[right][snapback]283854[/snapback][/right]
when the player is lvl 1 make a trigger that always sets their gas to 1...
when the player is lvl 2 make a trigger that always sets their gas to 2...
and so on...
then you make it so that the cost of an upgrade always goes up by 1 gas
that way they cant upgrade their attack or defence twice a lvl
QUOTE(RiShiN.rK @ Aug 10 2005, 02:48 PM)
when the player is lvl 1 make a trigger that always sets their gas to 1...
when the player is lvl 2 make a trigger that always sets their gas to 2...
and so on...
then you make it so that the cost of an upgrade always goes up by 1 gas
that way they cant upgrade their attack or defence twice a lvl
[right][snapback]284031[/snapback][/right]
well so far steady gas would be the easiest way, but i would still like auto upgrades, so im checking out uber@tion
You could always use my method, although it is a little slow.
Basically you keep subtracting minerals and adding 1 death for every mineral you've subtracted. Then, when you reach 0 minerals you get a certain amount to upgrade. When you upgrade and use up all the minerals the deaths start subtracting and for every 1 death subtracted you get 1 mineral thus getting all of your original money back (well, techanclly, you get -1 your origanal money back. but no biggy, just add 1 more mineral at the end of the trigger like i have).
QUOTE(l)ark_13 @ Aug 11 2005, 04:32 AM)
You could always use my method, although it is a little slow.
Basically you keep subtracting minerals and adding 1 death for every mineral you've subtracted. Then, when you reach 0 minerals you get a certain amount to upgrade. When you upgrade and use up all the minerals the deaths start subtracting and for every 1 death subtracted you get 1 mineral thus getting all of your original money back (well, techanclly, you get -1 your origanal money back. but no biggy, just add 1 more mineral at the end of the trigger like i have).
[right][snapback]284851[/snapback][/right]
well i tried it and this is like an Final Fantasy, you can rake in milllions of money, and -1 at a time s way too slo i tried also adding multiples of 10,100,1.000,10.000,100.000,1.000.000 and 10.000.000, but its just too slow, well im trying EUDs usin uBeR@TiOn, but it deletes the labels off leaderboards, only units created after the trigger kicks in receive the upgrade, what am i doing wrong