| 07-06-2003, 03:10 AM | #1 |
Greetings. I have a map. I'd like each of my players to start with a somewhat pre-built base. I'd also like each player to be able to select from four races. Each race has different buildings. And I'd like the starting locations to be random. What would be the best method? I'm thinking that I'll place one race's buildings at each starting position and have them be swapped for whatever race's buildings that end up there. However, how can I detect what race a player at a given starting location is? I hope I'm clear in my idea. Please let me know if you don't understand a particular thing and I'll clear it up. |
| 07-06-2003, 05:26 AM | #2 |
Put a region that covers just the start area. Then after start buildings are placed ... Pick every unit in region and if owner of picked unit is race x then do whatever you want. This will return both the race and player depeding on how you write the trgger. |
| 07-06-2003, 05:39 AM | #3 |
Of course, it's a little silly how easy your method is, Hivemind. I feel sorta stupid; I was hung up looking for ways to identify the owner of a start position. Thank you for once again saving a single-consciousness organism from confusion. |
| 07-06-2003, 05:56 AM | #4 |
Its not stupid. We had a simular problem with our TD and took us a while to figure out how to solve it. When you know how to do something its easy. When you dont know how it can be tricky to figure out sometimes. Even if the answer itself is simple. |
| 07-09-2003, 06:58 AM | #5 |
Here's an additional problem. I'm not planning on having any units placed in the starting position initially. Mostly, this is simply because I don't want an area of blight around an "undead" player's base. I attempted to solve this by removing the Blight-making ability from all the undead buildings, but there is nonetheless startup blight around the base. Any ideas how to either solve the problem of not having any starting units in the player start position to detect, or not being able to get rid of the blight-making? |
| 07-09-2003, 07:16 AM | #6 |
just use the normal warcraft3 method but replace the untis at the start of the game, the large dispel blight abilities should rid u of the blight |
| 07-09-2003, 05:26 PM | #7 |
While that will get rid of the blight, the previously blighted area will be the hard dirt, and not the grassy area that it is intended to be. |
| 07-14-2003, 01:38 PM | #8 |
Dont use the standard create starting unit trigger function. Remove it. Create a human building at each players start location. Then replace it with the race specific building if the detected player isnt human. You can then create whatever starting units you want for each player. This should make it so you can get all your starting units and only have blight where you want it. If you want you could place a creep or something elce at each players start loc instead and replace that if you still dont want starting units. This thread has a download for a unlocked ver of our TD (Hives Survival TD).... http://www.wc3campaigns.com/forums/s...threadid=20071 It has the starting unit system we described. We only use human in it so all you will have to do is replace the start building if the player isnt human. In this map we use this system to place starting units and identify which player is in each maze location. That way when a creep hits the life target the right player loses life. We also use it for our spawn system but that is unique to how we set up this map. |
| 07-14-2003, 05:11 PM | #9 |
If the tech trees are similar enough, just place down all human buildings, and then check the player's race and replace their buildings with the correct race specific ones. (I'm relatively sure you can check a player's not just a unit's race) |
