Staredit Network

Staredit Network -> UMS Assistance -> Difficult unit system
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-02-09 at 06:48:56
im building a monopoly map. there are 40 squares available to each of the player tokens. i will display the player tokens using a flag. so, every time the player rolls the dice, their token is moved around the board, from square to square. the problem is, i want to use 1 flag maximum for each location. so, if 1 player is on the jail square, i want the flag to remain static. however, if there are 2 or more players on the jail square, i want the flag to change player every second. so, the idea is, that using just 1 unit, it can represent up to 4 players. and i want to remove the flag from a square if there are no players on that square. any ideas?
Report, edit, etc...Posted by spinesheath on 2007-02-09 at 06:53:49
Do you really think this is a good User Interface? I wouldn't like it... And it's not even simple to pull off...
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-02-09 at 07:04:00
ah your probably right. maybe i should just do this the standard way. my original idea was to use flashing lights on the minimap, but again, its probably not the answer. im going to have a long think about this.
Report, edit, etc...Posted by spinesheath on 2007-02-09 at 07:36:42
Well, you should hear other's opinons as well wink.gif
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-02-09 at 07:44:43
so what do you think?
Report, edit, etc...Posted by Chronophobia on 2007-02-09 at 09:54:18
I wouldn't really like that system, I think it would be more "oldschool" and easier to see if there are two flags, one for each player, on the same square.

Anyhow it also wastes time using extra triggers.
Report, edit, etc...Posted by iHaveNoRegrets on 2007-02-09 at 13:25:29
Through death triggers, you would need to use one for each square, which would be a pain. When it reaches a certain number, you give the unit over, then another number it would give off again, etc.

Or you could go with just one death trigger, have the flags spawn at certain areas in the death counter #s. Such as:

Trigger 1] Switch 1 is set : Set Deaths DC01 Add 1

Trigger 2] Death # DC01 At Least 0; Death # At Most 12 : Remove All Flags for All Players : Create 1 Flag At Location p1 for Player 1
Trigger 3] Death # DC01 At Least 13; Death # At Most 24 : Remove All Flags for All Players : Create 1 Flag At Location p2 for Player 2
Trigger 4] Death # DC01 At Least 25; Death # At Most 36 : Remove All Flags for All Players : Create 1 Flag At Location p3 for Player 3
Trigger 5] Death # DC01 At Least 37; Death # At Most 48 : Remove All Flags for All Players : Create 1 Flag At Location p4 for Player 4

Trigger 6] Death # DC01 At Least 49 : Set Deaths of DC01 Set to 0

And so on. But again, a pain. You could always use a unit, such as an observer for each play so that they always have a placemarker and their flag spawn there, but for that you would need to disable their own vision and use a comp's vision.

That would be the way I would do the whole "Where Am I?" question in a board map based from the minimap.
Report, edit, etc...Posted by payne on 2007-02-09 at 16:21:19
Just detect wich player is supposed to be on a square and give the flag (GiveUnits) to all the player that are on...
Report, edit, etc...Posted by spinesheath on 2007-02-09 at 16:32:58
QUOTE(payne @ Feb 9 2007, 05:21 PM)
Just detect wich player is supposed to be on a square and give the flag (GiveUnits) to all the player that are on...
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Flags don't change their colour upon give. Remove/create would be the actions to use.
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