Staredit Network

Staredit Network -> UMS Assistance -> Big Question
Report, edit, etc...Posted by Zombie on 2005-12-09 at 20:28:15
Alright im making a starwars map and i need to make it with force powers/force this is how i want it to work:

I want to be able to have force.. (like 100)

Then when they use a force power like heal i want it to take like 30 force poitns away... so how would i do that?

but im going to use a drop ship system....

Then i need it so the force regens like point by point...

how am i going to do this? O.O
Report, edit, etc...Posted by KABOOM on 2005-12-09 at 21:53:45
Pretty simple. I'd use gas as your force power so the player knows how much he has. Ok well you can just have a trigger that does


Trigger
Description:
adding gas
Players:
¤ current player
Conditions:
¤ Always
Actions:
¤ add 1 gas for current player
¤ wait 2000 mili
¤ preserve
¤ comment


or instead of using a wait you can use death counters

and for the spell part


Trigger
Description:
use force push
Players:
¤ current player
Conditions:
¤ current player brings 1 unit to location (like when marine unloads from dropship)
¤ current player has at least 20 gas
Actions:
¤ subtract 20 gas for current player
¤ and you gotta figure how you want the spell to work
¤ preserve
¤ comment


tada
Report, edit, etc...Posted by Lithium on 2005-12-09 at 23:14:54
Thats not how it works...
since you know I dont like the trigger command here...

[Players]
Whoever You Decide

[Condition]
Player at least has 1 Gas
Player at least has 100 Gas
Switch 'Level Something' Is set.

[Action]
Add 1 Gas to 'Player'
Wait 1000 Milliseconds.
Preserve Trigger.

---

[Players]
WYD

[Condition]
Bring One 'Some' unit to this 'Location'

[Actions]
Subtract 'Some' Gas from the Player.
Set 'Switch'
Preserve Trigger.
Report, edit, etc...Posted by Urmom(U) on 2005-12-09 at 23:22:26
Here is the death counter one. I wouldn't listen to the second poster guy, his sytem is a bit flawed. Of course, this is with hyper triggers.

Trigger
Conditions:
¤ Current Player has suffered exactly 0 deaths of Ursadon
Actions:
¤ Set Deaths for Current Player: Set to 12
¤ Set Resources for Current Player: Add 1 gas
¤ Preserve Trigger


Trigger
Conditions:
¤ Current Player has suffered at least 1 death of Ursadon
Actions:
¤ Set Deaths for Current Player: Subtract 1 for Ursadon
¤ Preserve Trigger


Trigger
Conditions:
¤ Current Player brings at least 1 [unit] to [Dropship Ground]
¤ Current Player accumulates at least 20 gas
Actions:
¤ Set Resources for Current Player: Subtract 20 gas
¤ Run AI Script at Location: Enter Transport at [Dropship Ground]
¤ [Spell Actions Here]
¤ Preserve Trigger
Report, edit, etc...Posted by KABOOM on 2005-12-09 at 23:25:15
yo theres rly no reason for switchs in this and i found 1 mistake i made


Trigger
Description:
adding gas
Players:
¤ current player
Conditions:
¤ current player has at most 100 gas
Actions:
¤ add 1 gas for current player
¤ preserve
¤ comment

Report, edit, etc...Posted by Zombie on 2005-12-10 at 10:30:46
ty urmom, i tested it and it works... all though its a little slow... any way to speed this up just a little?
Report, edit, etc...Posted by Kumano on 2005-12-10 at 10:50:31
To make his faster you can change the amount of ursadons it resets to when you get 1 gas, each ursadon death would be about 1/12 of a second (or 2 seconds without hyper triggers).
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-10 at 22:49:57
make the gas, as a substitute of "force" then when u unload the unit from dropship for heal make it,
Trigger
Description:
Heal
Players:
¤ Players You Need It For
Conditions:
¤ Bring(CurrentPlayer,Exactly,1,"heal",w/e location);
¤ Accumulate(CurrentPlayer,AtLeast,30,Ore);
Actions:
¤ ModifyUnitHitPoints( "rick james" , 100%, currentplayer,anywhere);
¤ ModifyUnitResourceAmount(currentplayer, subtract, 30, gas);
¤ RunAIScriptAt(Enter Transport,"w/e location");
¤ PreserveTrigger();
Report, edit, etc...Posted by Zombie on 2005-12-11 at 19:19:11
hey urmom i cant have the vesben going over 100... but it still does, how do i prevent this?
Report, edit, etc...Posted by Urmom(U) on 2005-12-11 at 21:04:12
For the first trigger with that adds the gas, add into the conditions

Current Player accumulates at most 99 gas
Report, edit, etc...Posted by KABOOM on 2005-12-14 at 11:01:37
isn't it Current player accumulates at most 100?
Report, edit, etc...Posted by Urmom(U) on 2005-12-14 at 18:04:30
If it was at most 100 then it would allow him to get 101 gas because the trigger still runs when it reaches 100.
Report, edit, etc...Posted by Zombie on 2005-12-29 at 03:53:38
QUOTE(urmom @ Dec 11 2005, 07:04 PM)
For the first trigger with that adds the gas, add into the conditions

Current Player accumulates at most 99 gas
[right][snapback]376953[/snapback][/right]

Lets say i use it to add 10 gas, would i make it at most 90 gas?
Report, edit, etc...Posted by Kumano on 2005-12-29 at 10:34:53
Yes, although if you don't use multiples of 10 for losing gas, you may end up having 91-99 gas without it getting to 100. You could make another trigger detecting if they have 91-99, and setting it to 100 if they do (and also make sure the death count timer is at 0 for that trigger).
Report, edit, etc...Posted by Zombie on 2005-12-29 at 20:57:07
QUOTE(Kumano @ Dec 29 2005, 08:34 AM)
Yes, although if you don't use multiples of 10 for losing gas, you may end up having 91-99 gas without it getting to 100. You could make another trigger detecting if they have 91-99, and setting it to 100 if they do (and also make sure the death count timer is at 0 for that trigger).
[right][snapback]392569[/snapback][/right]

Alright ty.

is there anyway to stop a dropship flying around?
Report, edit, etc...Posted by PCFredZ on 2005-12-29 at 21:41:09
QUOTE(Zombie @ Dec 29 2005, 08:57 PM)
Alright ty.

is there anyway to stop a dropship flying around?
[right][snapback]393203[/snapback][/right]

Preserved Move or Order action trigger.

I like Move better because you can get the Dropship to spaz out cooler that way.
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