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Pass protection for good purposes

06-26-2004, 11:33 PM#1
Kiradacon
Theres a map I played that wasnt very good, however it had a very unique thing in it id like to examine and tweak in my map. I dont want to steal anything just see how its done. When I try to load the map I get a error trigger failure or data missing......something like that. I suppose thats a map protector right? Anyway around it?

-Kiradacon
06-27-2004, 12:41 AM#2
-={tWiStÄr}=-
Your best bet is to ask the maker for an unprotected map or just tell us what it was and i bet we can help you out.
06-27-2004, 12:56 AM#3
linkmaster23
It wasn't very good? Is that like screaming... "I want to look at this map, so I am going to sound like it's stupid?" Or am I just reading it wrong. If you have a question, ask on the forums, or ask the creator. Simple as that.
06-27-2004, 03:51 AM#4
Kiradacon
The map was called Myths, it was a large map with no story at all. It had no towns or anything of interest besides what seemed to be a big forest. However it had an interesting style of gameplay where you fight a monster, then if its weak enough you cast a net on it and the monster turns into an item, wich you then pick up and summon to your side when you like. The problem is, the monsters were pretty stale, somewhat difficult to capture since they kept running away, and you DID NOT REVIVE. I could take the time to make my own system like this, wich i had already been doing in progress. I simply wanted to see if this map had any quicker/simpler means of me reaching my goal.

I found the map to be not good, however id say it would take no less than 3 hours to turn it into an awesome map. But oh well. I have no interest in touching a thing in it, only looking to see how its done.

Not to be insulting or anything but I find it much simpler to examine completed maps than to head to the forums. It doesnt bother anyone and I think I discover what I needed quicker. You guys are great but sometimes too smart for me to understand :\

-Kiradacon
06-27-2004, 06:07 PM#5
-={tWiStÄr}=-
ok.
[code]
Vars= captureunits unit type array
CaptureItem item type
TYPE integer

Event:
Unit comes within 1000 of <the hero>
Condition:
Integer Comparison: Level of Triggering unit less then or equal to 5
Actions:
Create 1 <dummy unit with ensnare> at loacation of <the hero>
Order <dummy unit> to ensnare triggering unit.
Loop 1 - <number of captureable units in map>
If Unit type of triggering unit eqaul to captureunits[forloopindexA]
Then
Set TYPE = forloopindexA
Else
Do nothing
Create 1 CaptureItem[TYPE] at position of triggering unit
Remove triggering unit from game
[code]
now you need another trigger that sets captureunits[1] to the first type of captureable unit, captureunits[2] to the second etc. then you need to set ItemCapture[1] to the item corresponding to captureunits[1] and 2 etc. So if your hoping to have 200 units you can do this to you need 200 summon items.