| 04-17-2008, 12:17 AM | #1 |
I've got a map that requires some tricky trigs, so let me lay out the basics first. I'm doing a map where there are 4 teams of 3 players a 5x5 grid, and if you stay in a square for 15 seconds, your whole team is granted a certain ability. The abilities are set up in the grid as follows: BASE1 - Phase - Stealth Walk - Phase - BASE2
Phase - Mind Blast - Blink - Mind Blast - Phase Stealth Walk - Blink - Volley - Blink - Stealth Walk Phase - Mind Blast - Blink - Mind Blast - Phase BASE3 - Phase - Stealth Walk - Phase - BASE4 WHAT I NEED: -There will be a circle of power in each square that will change color according to who captures the square. note: each team member will have the same player color, ie. Red team, Blue team, Green team, Purple team. -The ability needs to be removed from all team members when their square is taken over. However, it needs to NOT be removed if there is still another square owned of the same ability type. ie. if a team owns 2 blink squares, the ability should NOT be removed if only 1 gets taken over. -When the square is owned by a team member, the timer needs to NOT be set off by another team member (so a team member won't capture his own team's square, makes no sense). I've been attempting this set of triggers for days now, and I keep running into walls. Someone please guide me through this. Thanks in advance! EDIT Here's what I've got so far, using the Blink ability as a dummy. I'll have to use one of these triggers for each individual region, all 21 of them. That's gonna be a pain. Event: A Unit enters [Spell region 1] Conditions: [none] Actions: -Set BLINK[Player number of (entering unit)] = true -Wait 1.00 seconds -If BLINK[Player number of (entering unit)] = false then do (skip remaining actions) else (do nothing). -Game - Display to Player (owner of entering unit) the text: 15 -Wait 1.00 seconds -If BLINK[Player number of (entering unit)] = false then do (skip remaining actions) else (do nothing). -Game - Display to Player (owner of entering unit) the text: 14 -Wait 1.00 seconds -If BLINK[Player number of (entering unit)] = false then do (skip remaining actions) else (do nothing). -Game - Display to Player (owner of entering unit) the text: 13 and keep going all the way down... -Wait 1.00 seconds -If BLINK[Player number of (entering unit)] = false then do (skip remaining actions) else (do nothing). -Game - Display to Player (owner of entering unit) the text: 2 -Wait 1.00 seconds -If BLINK[Player number of (entering unit)] = false then do (skip remaining actions) else (do nothing). -Game - Display to Player (owner of entering unit) the text: 1 -Wait 1.00 seconds -If BLINK[Player number of (entering unit)] = false then do (skip remaining actions) else (do nothing). -Game - Display to (All Players) the text [(Player name) has captured (ability name)] -Unit - Change ownership of (Circle of Power 01) to (owner of entering unit) END TRIGGER. So that's my countdown trigger. I've got another trigger that turns the BLINK variable to false when the unit leaves the region, so if the player leaves the region (or dies) the variable turns false and stops the timer. This is exactly where I'm stuck>>> I need a trigger that checks the player owner of each circle of power, and assigns the abilities to the whole team based on that. |
| 04-17-2008, 05:53 AM | #2 |
Well, what will help us (and make us more willing to help you) is if you show us what you've done already that has gotten closest to working. From there, we can probably just show you what you're doing wrong instead of making the entire triggers for you. |
| 04-17-2008, 04:46 PM | #4 |
Rad, thanks a lot. I'm about to try it out but I've got one question. What exactly is the CountDownTimer variable? |
| 04-17-2008, 08:47 PM | #5 |
It's an integer |
