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Staredit Network -> UMS Assistance -> Diplomacy and WWII style triggers.
Report, edit, etc...Posted by HarlanPeppa on 2006-04-10 at 01:48:55
I am able to use the basic triggers for making a map.

I'm currently making a map where a player starts with one territory, and has to expand throughout the whole map to win. The buildings are invincible, and players control them by killing all enemy troops in that location. The player can use that building, until another player kills all of his units in that location.

My question relates to how to distribute the money. Each grouping of buildings surrounds a beacon, and each beacon is assigned a location. How do I set the triggers to give the players money for each beacon they control, as akin to taxes in the Diplomacy or WWII genres?
Report, edit, etc...Posted by Zeratul_101 on 2006-04-10 at 01:54:39
QUOTE(HarlanPeppa @ Apr 9 2006, 11:48 PM)
I am able to use the basic triggers for making a map.

I'm currently making a map where a player starts with one territory, and has to expand throughout the whole map to win.  The buildings are invincible, and players control them by killing all enemy troops in that location.  The player can use that building, until another player kills all of his units in that location.

My question relates to how to distribute the money.  Each grouping of buildings surrounds a beacon, and each beacon is assigned a location.  How do I set the triggers to give the players money for each beacon they control, as akin to taxes in the Diplomacy or WWII genres?
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hm, i'm not too sure of the way most diplomacy maps do it, but try this:

current player commands one beacon at "whereever"

modify resource amount: add ??? minerals
preserver trigger
Report, edit, etc...Posted by HarlanPeppa on 2006-04-10 at 03:27:46
How do I do that every minute or so?
Report, edit, etc...Posted by Foley on 2006-04-10 at 06:54:33
add to that trigger in actions:

current player commands one beacon at <beacon location>

modify resource amount: add <number> minerals

wait 60 seconds

display text message: "Earned <number> minerals"****

preserve trigger

****dont do it if u dont want to do it tongue.gif
Report, edit, etc...Posted by HarlanPeppa on 2006-04-10 at 11:04:26
That works, except the money keeps adding up. How do I align it with the countdown timer?
Report, edit, etc...Posted by Foley on 2006-04-10 at 16:36:35
i think its something like:

Trigger No.1

-----------Condition:

player owns at least one beacon in area(or not in area check "other things") (u can add some more conditions in next triggers*)

countdown timer = 0 (or something)

-----------Actions

modify resources: add <number> <minerals> to <player, or something, cant remember>

set countdown timer to 60 seconds

display text message: trigger works!

-----------------------
*other things:

-----------Conditions:

player owns 1(or more) beacon

countdown timer = 0

-----------Actions:

modify resources: add <some more minerals that last time> <minerals> to <player, or something, cant remember>

set countdown timer to 60 seconds

display text message: trigger works... again!

-----------------------
Try that! if it wont work, PM me with the map, and ill see what i can do.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-10 at 16:45:17
Here's a different system I used for my friend's map Killzone.


Trigger
Description:
Money for beacons
Players:
¤ (Whatever force the players are in)
Conditions:
¤ Current player commands exactly 1 beacon
¤ Timer is at most 1 second
Actions:
¤ Add +1 money increment



Trigger
Description:
Money for beacons
Players:
¤ (Whatever force the players are in)
Conditions:
¤ Current player commands exactly 2 beacon
¤ Timer is at most 1 second
Actions:
¤ Add +2 money increments



Trigger
Description:
Money for beacons
Players:
¤ (Whatever force the players are in)
Conditions:
¤ Current player commands exactly 3 beacon
¤ Timer is at most 1 second
Actions:
¤ Add +3 money increments


And etc.

You will need to make up to the maximum amount of beacons a player can have.

Replace "money increment" with however many minerals you want per beacon.

For capital cities (if you are using them), make a seperate set of triggers using the condition Current player commands exactly X "Capital Beacons" or whatever you've named them. Simple smile.gif

ADD: Forgot something... You'll need another trigger to reset timer and all of the triggers must have the "preserve trigger" action.
Report, edit, etc...Posted by dumbducky on 2006-04-10 at 17:41:25
YOu could set a location at every beacon.
Report, edit, etc...Posted by micro119 on 2006-04-10 at 19:41:48
Well having made a Diplo myself, the system i used is like the one above, except using locations.
So if you have a location at each beacon, then do it something like this:

Trigger
Description:
Beacon #1
Players:
¤ Force *
Conditions:
¤ Bring(CurrentPlayer,AtLeast,1,Beacon,Location1);
¤ CountdownTimer(Exactly,120);
Actions:
¤ SetResources(Add,***,Ore);
¤ PreserveTrigger();


Does that make sense? then you just repeat for every beacon/location you have.
Report, edit, etc...Posted by Foley on 2006-04-11 at 08:06:28
QUOTE(micro119 @ Apr 11 2006, 01:41 AM)







Trigger
Description:
Beacon #1
Players:
¤ Force *
Conditions:
¤ Bring(CurrentPlayer,AtLeast,1,Beacon,Location1);
¤ CountdownTimer(Exactly,120);
Actions:
¤ SetResources(Add,***,Ore);
¤ PreserveTrigger();

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"Bring(CurrentPlayer,AtLeast,1,Beacon,Location1)" ?!?!?!?!?!?!?!?

it should be:

Player commands at least(or exacly) 1 beacon at <location>

ur just making it harder for the creator tongue.gif
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-11 at 11:21:01
There is no "command at least X at" condition.
Micro's phrasing is fine.

Either way works. Choose what works for you.
Report, edit, etc...Posted by Foley on 2006-04-11 at 13:27:26
There is! "Command the least at" or "command the most at" <--- and it works for me happy.gif

i wanna test that map when it will be done tongue.gif
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-11 at 14:57:23
There's no "command at least X<-(Note the X) at location" which is what you said earlier. Read closer next time.
Report, edit, etc...Posted by AngeL) on 2006-04-13 at 16:03:49
try this
Trigger
Players:
¤ force 1
Conditions:
¤ current player bring exactly 1 unit to "Spain"(the beacon of the territory)
Actions:
¤ wait 10000 (or the time u want)
¤ display text message "Spain: 100 minerals"
¤ preserve trigger

diplo work like this wink.gif
when he got the terrytory he must have a unit on the lcation sad.gif
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-13 at 18:58:56
Don't use waits. That'll screw your map over completely. Use the countdown timer.
Report, edit, etc...Posted by AngeL) on 2006-04-14 at 03:38:58
oO how to use the countdown timer?
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-14 at 09:00:59
Simply add to the conditions "countdown timer is at most 1"...

Or are you asking how to set the timer? If that's your problem there are threads about it. Do a search.
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