| 04-27-2003, 05:32 PM | #46 |
HAHAHA TWISTÄR TO THE RESCUE. and you doubted me heres your animation UI\Feedback\GoldCredit\GoldCredit.mdx I win |
| 04-27-2003, 06:44 PM | #47 |
First of all : thx -={tWiStÄr}=- i couldn't find it, i might try to replace the animation i was using by this one then ^^ Now about that sell button, my method works great but is very complicated and requires text editing before using UMSWE. But there is another clean method that does the same, but does not display the amount of gold refunded : You will need UMSWE or W3M Map Utilities Patch. Just create a BUILDING called Sell with the sell button icon you want as an icon. Give (as CHUNK suggested) all your towers a Point-Value equal to their total cost (don't forget the upgrades costs ^^). Then give all your Towers the ability to UPGRADE TO this "sell button" building. Now have this trigger : event : A unit owned by Player1 is issued an order with no target A unit owned by Player2 is issued an order with no target A unit owned by Player3 is issued an order with no target ....... up to the last player condition : (Issued order) Equal to Order(Sell) Action : Player - Add(Point-value of(Ordered unit) to Owner of(Ordered unit) current gold Special Effect - Create a special effect at (Position of(Ordered unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl Unit - Remove (Ordered unit) from the game VOILA! |
| 04-27-2003, 06:52 PM | #48 |
that wouldnt be hard to add in the text that says how much you get. just make a string variable or integer and another action would be set string(the variable) to point value of unit issued order then the text display text: you sold building(make variabe) for string gold. i dont know if it would be integer or string emote_sweat but thanks now... why does your way work more than the unit way? |
| 04-27-2003, 08:41 PM | #49 |
It is not what i meant, in my TD, the amount refunded is displayed ON the sell button ^^ And the advantage of this method : over trained unit's method ---------> this method creates no rally point and all its horrible consequences (stick on the head, or click noise if u decide to hide it) over sold unit's method -------------> this method doesn't display the "1" that is the stock available displayed on the "sell unit" button Damn! I just revealed my TD's Sell button secret !!! ^^ Regards |
| 04-27-2003, 08:50 PM | #50 |
:ggani: I know your secret. i dont think i need the thing where tells how much is refunded on the button but thanks :D I would have never thought of that |
| 04-28-2003, 03:58 AM | #51 |
Thank you VERY much -={tWiStÄr}=- for that animation, ill give ya some credit space if you want it. Your sell method looks great chrydgod, but im probably just gona stick with giving the towers their point value back. But im considering what % players do get back, as with the system i might end up using (towers having food values) it might be better to give the players a full refund, as opposed to 75% or whatever. |
| 04-28-2003, 08:21 AM | #52 |
Dunno if anyone would be interested in helping me with this, but it would be real great if we could get it going. Im almost sure its possible, but what i want to do is have a graphical interface to choose difficulty for multiple players. Basically what is at the start of wintermaul, except every player votes and the majority rules. Ive got the same thing going with circles of power, but they arent as streamlined or pretty. If it gets done ill post the map, so all you peoples can use it If interested PM me or repsond to this thread. |
| 04-28-2003, 11:35 PM | #53 |
Guest | I think what you are asking is how to create a voting dialog box at the beginning of a map? If you want help getting a basic dialog box you need to create a variable of the type dialog box and as many variables of the type dialog button (or use an array) as you have difficulty choices. You will also want to make a set of variables that are all integers that are called something like EasyVote, MediumVote, HardVote, etc. - all initially valued at 0. Once you have that, making a dialog box is simple: Event: Time- elapse 1 second (or whatever) Condition: none Action: Dialog - Change the title (ie. Vote for the game difficulty) Action: Dialog - Create a dialog button for [dialog box variable] labeled [Easy] Action:Set [dialog button variable ie. Easy] = last button created Action: Dialog - Create a dialog button for [dialog box variable] labeled [Medium] Action: Set [dialog button variable ie. Medium] = last button created etc. - repeat last two actions for each difficulty variable you have Action: Dialog - Show [dialog box variable] for [All Players] Along with this you will need a complimentary trigger for each button, making each look something like: Event: Dialog - A dialog button is clicked Condition: Clicked dialog button = [dialog button variable name, ei Easy] Action: EasyVote = EasyVote + 1 Action: Dialog - hide [dialog box variable] for triggering player |
| 04-28-2003, 11:36 PM | #54 |
Guest | Finally, you will need a trigger that launches when all of the dialog boxes are closed that compares the interger variables to see which has the largest value. You can do this by either setting a time limit on the voting (like 10 seconds) and then after 12 seconds have lauch a trigger that compares the _Vote variables to see which is larger, and then launches another trigger once your votes are tallied and counted that changes the difficulty of the game. |
| 04-28-2003, 11:36 PM | #55 |
must... not... flame... eerrghghghhgI dont like td id rather they not exist sdgaigdagadliadslidfasdajfdsaja woow that was really hard |
| 04-28-2003, 11:41 PM | #56 |
Guest | things i like in mostly all maps are cool backgrounds like this in my attackment. i also like cool towers and added things like sell button. Attachment is from a map I am now working on. I won't release any information on it yet until i work on issues with it. |
| 05-11-2003, 02:10 AM | #57 |
Is anyone interested in some screens and info on my td, which is around 60% complete? |
| 05-11-2003, 02:24 AM | #58 |
..... Not another TD!!!! There are to many of them. Sorry to flame but dont make a TD. Make it a mix of a TD/Hero Seige like map. That would be weard! But there are to many hero seige and td maps out there. I guess thats how the 6-12 blade masters came out..... If you want to make a TD go right ahead. I will never play it. |
| 05-11-2003, 03:51 AM | #59 |
Guest | what i want out of a td............... extinction |
| 05-11-2003, 04:57 AM | #60 |
Oh no not another TD / Corridor / AOS / DOTA / Footman WAR / RPG / Whatever... oh yes can i add : melee map To me, all that garbage sounds like : OH no not another war3 map ! Maybe one day some of you will understand that the quality of a map has nothing to do with its type of game but rather with the quality of layout, original ideas, new features, etc ... its author has worked hard to put in. Yes many AOS (corridors, dotas, etc... same think) have less of these than some TDs whether some of you like it or not. Same thing with all other map's types. It just depends. This said note that a QUALITY TD is actually harder to make than any AOS that i know of (doesn't mean i know them all). And finally i think the right behavoiour should actually sound like : "Oh graet a new war3 map! let's see what this map maker can make, let's see if he made things i did not think of, etc... " Of course, maybe you just spent too much time playing un-finished or early TDs that made you think you've seen everything that can be done in that game type. Or maybe you have downloaded too many fake / modded version of TDs. I don't know, find out on your own. Regards |
