| 02-19-2004, 02:44 PM | #1 |
ok ok im working on my map and i want to add a new trigger to on of the spawning units but before the round i want to make a Chat message sayin wuts entering.. any ideas? damit lol i should just use game chat all players haha still any other ways |
| 02-19-2004, 03:12 PM | #2 |
I'm not sure what you mean by "[adding] a new trigger to one of the spawning units", but to display a 'chat' message, either use Game - Text Message or Quest - Quest Messsage (which has an accompanying sound depending on what type of quest message you select it to be). You can't have the game display messages that will be visible in the Chat Log, if that's what you're looking for -- that only happens in Single Player. You have no control over it. |
| 02-19-2004, 03:32 PM | #3 |
hmm ill show u what i did and i havent tested it yet so im not sure Trigger Next Round Events Player - Player 11 (Dark Green)'s Food used becomes Less than 1.00 Conditions Actions Countdown Timer - Create a timer window for (Last started timer) with title NEXT ROUND Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 20.00 seconds Destructible - Open Dungeon Gate (Horizontal) 0008 <gen> Destructible - Open Dungeon Gate (Horizontal) 0009 <gen> Wait 20.00 seconds Trigger - Run Run Next Round <gen> (checking conditions) Countdown Timer - Destroy (Last created timer window) Destructible - Close Dungeon Gate (Horizontal) 0009 <gen> Destructible - Close Dungeon Gate (Horizontal) 0008 <gen> Game - Display to (All players) the text: (Here Comes The + (Name of (Last created unit))) |
| 02-19-2004, 03:44 PM | #4 |
Wow, you're making this mistake too, but it'll actually work in your situation. I'd suggest splitting the trigger into two pieces... instead of using a "wait" action -- just make a trigger with an event to detect when the timer expires. It's up to you though. Anyhoo.. typically for situations like this, you make a unit-type array with the size as the number of rounds you plan on having. That way, you can have one trigger do all the spawning work, and just incremement the index variable when it's time to move on to the next round. Also, this way, you'll have access to the type of the unit for every round of the game during every part of the game. |
| 02-19-2004, 03:52 PM | #5 |
so far it works good until naer the end they just dont spawn they just stop when theres like 5 more levels |
| 02-19-2004, 04:02 PM | #6 |
Well that problem woudn't be with the trigger you showed. What's the Run Next Round trigger look like? |
| 02-19-2004, 04:06 PM | #7 |
Run Next Round Events Conditions Actions If (pointer Greater than m) then do (Trigger - Run Victory <gen> (checking conditions)) else do (Trigger - Run Spawn <gen> (checking conditions)) Set pointer = (pointer + 1) |
| 02-19-2004, 04:26 PM | #8 |
lol so what's Run Spawn say? |
| 02-19-2004, 04:28 PM | #9 |
Spawn Events Time - Elapsed game time is 30.00 seconds Conditions Actions Unit - Create EnemyCount[pointer] EnemyType[pointer] for Player 11 (Dark Green) at (Center of Spawn <gen>) facing 90.00 degrees ----------------------------------------------------------- heres wut my steup says Setup Events Map initialization Conditions Actions -------- Next Level -------- Set m = 0 Set EnemyCount[m] = 15 Set EnemyType[m] = Bandit Set EnemyGold[m] = 1 ------------------------------------------------- i took all the levels out |
| 02-19-2004, 04:46 PM | #10 |
okay, for future reference, use the code tags when you're pasting triggers so that the format is retained (see the pound [#] sign button). As for your code, it looks like you must have something wrong with the setup. -- or m is too small and there's something wrong with the Victory so it's not ending the game. You say you're missing 5 rounds though, so my best would be on the setup. If you're absolutely sure that it's all done properly -- that you're incrementing m and the value of m is not being changed anywhere else in the map and all that good stuff -- make sure the units are valid. I can't fathom what would allow you to create an not display a unit, but it'd be the next step in debugging this. Use the WE's Palette to place those last 5 levels of units and then run teh game and make sure they still show up alright. |
| 02-19-2004, 07:10 PM | #11 |
well i just deleted the levels that didnt work well anyway im gonna add more levels well u have to play the map |
| 02-20-2004, 12:42 AM | #12 |
ok ok i foudn the problem.. when i play i guess the setup reads the list and the one after the one its suppose to read.. for example the current lvl skill is 1 it will do lvl 2 understand.. ok well any way idono how to fix this r my tiggers rite? |
| 02-20-2004, 12:46 AM | #13 |
I've no idea what you're saying... if you wanna post the map, I can take a look at it. |
| 02-20-2004, 12:47 AM | #14 |
sure sure |
| 02-20-2004, 01:04 AM | #15 |
Now try to explain what's not working again so I know where to look at... Also, in your Setup trigger, the last 3 enemies are defining their Count before incremeneting m.. so ultimately, the last level will have 0 units spawning for it. For Hero Lvl Up, consider using one trigger with the event Player - Add 5 lumber to Owner of Unit(Leveling hero) Current lumber. And never repeat loops over nad over.. just select the thing that has multiple actions for it. In Change Disc Player Owner, just use the Player Group - Pick Every Player in Player Group and Do Multiple Actions This might be the problem you were looking for -- in the Run Next Round trigger, you need to do the pointer = pointer + 1 before you do If (pointer Greater than m) then do (Trigger - Run Victory <gen> (checking conditions)) else do (Trigger - Run Spawn <gen> (checking conditions)) Overall, the map looks pretty good. You just need to learn how to take advantage of the tools that are available to you (like loops) and learn to 'think' like a computer. |
