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
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
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.
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 |
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 |
ty urmom, i tested it and it works... all though its a little slow... any way to speed this up just a little?
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).
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(); |
hey urmom i cant have the vesben going over 100... but it still does, how do i prevent this?
For the first trigger with that adds the gas, add into the conditions
Current Player accumulates at most 99 gas
isn't it Current player accumulates at most 100?
If it was at most 100 then it would allow him to get 101 gas because the trigger still runs when it reaches 100.
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
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Lets say i use it to add 10 gas, would i make it at most 90 gas?
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).
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).
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Alright ty.
is there anyway to stop a dropship flying around?
QUOTE(Zombie @ Dec 29 2005, 08:57 PM)
Alright ty.
is there anyway to stop a dropship flying around?
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Preserved Move or Order action trigger.
I like Move better because you can get the Dropship to spaz out cooler that way.