HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Custom Upgrades Timer Problem! Need Solution.

04-06-2004, 01:21 PM#1
Bloodlust
Hello.

Ok, here my problem:
- I want custom Upgrades for a neutral Computer, that the players can research. (Ok, thats easy with custom Items or Units the player can buy)
- I want the upgrades to be available only after some time into the game. BUT the times are different depending on if the player watch the intro or not (340 seconds difference).
- I want the upgrades to be visible but not researchable before that time. So they KNOW that there will be an upgrade ready soon.

It would be easy without the 2 different times, I need some kind of solution, workaround or jass-stuff.

The Upgrade has like 6 levels and each level of the upgrade should be available only after time or some time + 340. If someone buys upgrade 1 the item will be removed and replaced with upgrade 2, etc.
04-07-2004, 11:55 AM#2
Bloodlust
hmmmmm.

Help?
04-07-2004, 10:41 PM#3
sans
Could you create a trigger that set a variable array for each player that if the player skips the intro then set upgradetime[Playernumber]=0 or 340 then set your timer delay to seconds+upgradetime[Playernumber]?

I assume this is a multiplayer map of more than 4 people... if not then just set that variable. I think you can use a boolean "cinematic is skipped equal to true" then "set variable" or something.
04-08-2004, 12:10 PM#4
Bloodlust
....? You can use variables for item restock times?
04-08-2004, 12:30 PM#5
Grater
hmmm interesting problem. What you could do is make the upgrades have a requirement, like how orbs have a "Castle" requirement (but you wouldn't use a castle, you'd use a modelless unit). Then when the required amount of time has elapsed, create this modelless unit for the AI, thus satisfying the techtree requirement and making the upgrade items available. Oh yeah, and call the item "Time elapsed 100 seconds" or something... not perfect, but might be workable.