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Staredit Network -> UMS Assistance -> another 2 questions
Report, edit, etc...Posted by qw3rty on 2006-09-20 at 17:10:34
sorry im asking so many, its your fault for being so smart

ok so i erased my rpg, and started over. i redid everything, and it is gonig by quickly, since i know everything and dont have to change all the tiriggers half way through all the time.

but ive run into 2 problems. the first one, i have some idea how to fix it but i dont know how to put it in triggers.

for picking up weapons and shields, i have this system (player 5 = neutral)

CONDITION
current player brings exactly 1 terran civ to location 'pick up weapon'
deaths for current player is exactly 0 for 'weapon on'
ACTION
move 1 terran civ at 'pick up weapon' to 'item middle'
center location 'pick up item' on 'Classmaster' for current player at anywhere
give 1 'longsword' at 'pick up item' from player 5 to current player
give 1 ' long bow' at.......... go through each existing weapon.........
set deaths for 'weapon on' to 1

This works nicely, because they cant pick up 2 of the same weapon, and they can only pick up weapons when they are not holding one. but when 2 different weapons are really close to each other, it picks both of them up.

My solution idea was have some type of chain of triggers that occurs whenever you try to pick up a weapon. for example, it picks up the highest weapon with the first trigger, sets off the second trigger, and the second trigger would only set if you also still had no weapons on. this second trigger would pick up the next best weapon, and so on. then, if 2 weapons are in the same spot u would just pick up the best one
the thing that sucks is, that not only do i need to do this for 7 weapons, but i dont even know how i would do it for two.

Any ideas on how to do this, or an alternate idea?




My second question which is not as high priority, is about skills. i am haivng four different classes of sills, one of which is martial arts, and another is sorcery. Each person can have 1 skill of each class available at a time.

for some martial arts skills i already have thought out(i had them in triggers in the last map which i erased) I use infested terrans to do the damage.
but for sorcery skills, i dont want to use infested terrans to do the damage, because sorcery and martial arts are pretty different types of attacks.
If i used kill units triggers for sorcery, that would not give you any exp or gold, since I am using the kills2cash perfect method that they have in the tutorials.

any answers for this?

thansk again
Report, edit, etc...Posted by PCFredZ on 2006-09-20 at 18:19:47
QUOTE(qw3rty @ Sep 20 2006, 05:10 PM)
CONDITION
...
deaths for current player is exactly 0 for 'weapon on'
ACTION
...
...
...
...
set deaths for 'weapon on' to 1

If you have those two things in every "Pick up" trigger and make sure that the "weapon on" death count is not glitching up, you should NOT be picking up 2 weapons at the same time. Whichever triggers are created first (ordered first) will run first, so make the triggers for the highest class weapon first, and then go down the list in level.

QUOTE
My second question which is not as high priority, is about skills. i am haivng four different classes of sills, one of which is martial arts, and another is sorcery. Each person can have 1 skill of each class available at a time.

for some martial arts skills i already have thought out(i had them in triggers in the last map which i erased) I use infested terrans to do the damage.
but for sorcery skills,  i dont want to use infested terrans to do the damage, because sorcery and martial arts are pretty different types of attacks.
If i used kill units triggers for sorcery, that would not give you any exp or gold, since I am using the kills2cash perfect method that they have in the tutorials.

any answers for this?

thansk again
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You can use units other than Infested Terrans and remove them after the time is up. E.g. Create a Battlecruiser and remove it after 15 death count increments (with hyper triggers) so it has enough time to turn in the direction needed and fire once.
Report, edit, etc...Posted by qw3rty on 2006-09-20 at 18:24:58
oh ok. i hads it so the give 1 longsword to current player, give 1 other weapon to next palyer, ... were all the action tio same trigger, i didnt really know about the order thing.

but now that i do, ill change it
for the second thing thats good, but i dont get the 15 death count increments thing. well, thanks
Report, edit, etc...Posted by fritfrat(U) on 2006-09-20 at 18:48:03
The idea of the "15 death counts" was to simply just set a time until you remove the battlecruiser after you create it. Add 1, preserve.. once you hit 15, remove.
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