| 11-23-2002, 02:31 PM | #1 |
I haven't seen any map using this method to select hero, so I spent some time and wrote one. Single-click to show description of the hero. Double-click to choose the hero. This demo is for player 1 only. 2 triggers are used. If your game is multiplayer, just make duplications of the 2 triggers and change all the "player 1" to player 2, 3, etc. You can use the method in your game if you like. I'll be very happy if you would give credit to me! :ggani: |
| 11-27-2002, 08:03 PM | #2 |
sounds cool |
| 12-07-2002, 04:02 AM | #3 |
Anyone tried this? Tell me if you would like to use it in your map! :) |
| 12-22-2002, 03:01 AM | #4 |
I don't get it? how'd you do it... weird.. |
| 12-23-2002, 09:47 PM | #5 |
Yeah, I did something like this, though not for selecting heros. In my scenario, when you double click certain units something happens, such as when you double click on a save point your hero teleports over, or activates the revenge ability or something. |
| 12-25-2002, 02:09 AM | #6 |
Guest | Could you get it to work so that any player who clicks on the unit recieves the actions and NOT the owner of the unit? I'm currently trying to use this same triggering system EXCEPT I'm not doing it by Player 1, Player 2, etc etc. I'm doing a <selecting player> = <triggering player> and I can't get it to work that way. |
| 12-25-2002, 04:49 AM | #7 | |
Quote:
Well look carefully at my demo and it is already doing what you want! If still not understand, you can open it with WE and read the readme...... |
| 01-01-2003, 07:15 PM | #8 |
Guest | Thats EZ man EDIT: I starting writing out the code, but then figured u already knew it, so bah. |
| 01-01-2003, 09:29 PM | #9 | |
Quote:
event - player 1 selects a unit event - player 2 selects a unit event - player 3 selects a unit event - player 4 selects a unit event - player 5 selects a unit event - player 6 selects a unit event - player x selects a unit condition - owner of selected unit is player y action - give selected unit to triggering player [edit] sorry thats a 1 click system, you should know how to change it to a 2 click. I'd use a unit array ;) |
| 01-04-2003, 04:34 PM | #10 |
doesnt that ? make the triggering player the owner of the unit? thats what happened when i tryed it |
| 01-05-2003, 01:33 AM | #11 |
Yeah, i thought Thats What You wanted ;) all you need to do is change the action, but i'm sure you can do that |
| 01-09-2003, 03:32 AM | #12 |
Hey Wakeman, Cool idea man, i should do something similar with FMVH, peeps have been bugging me enough to see their abilities beforehand :P And ive kind of shrugged them off because i didnt see an obvious way to do it until now. Although i kind of have a concern for this working in multiplayer, here you have 2 waits in one trigger, and in my experience, you can only garauntee one wait in multiplayer per trigger. (like with cinematics i found out that if you run several sets of triggers with just one wait in them, it works fine) It looks like you are waiting once to clear the selection if im correct, and you are clearing the selection so the second trigger will work right? Because the event wont fire if a unit is clicked on that is already selected right? Cool. To make it multiplayer safe, (if it isnt already), you might want to substitute a timer for the second click (and a .1 between-click time is a bit hyper on the local computer, but i think that with any MP lag, it might not be enough time for the event to get in. A .3 will work nicely. But anyway, good job! Im sure this will be very helpful to a lot of people. (maybe i should post my unit spinner in this forum) Sincerely, FM_TertiaryEye |
| 01-10-2003, 12:33 PM | #13 |
Thanks for the comment! I've just tested it again and it turned out that the "Unselect" action is not necessary. So you can just delete that line and the trigger will still work fine. (Actually I feel this a bit strange.) Yes, I know the multiplayer wait bug too. I tested again and the 2 waits are both necessary. Using timer is a solution but it will become unnecessarily complicated if used in a multiplayer game. An alternative solution is replacing the "wait XX seconds" with "Pick all players in players matching(matching player controller equal to user) and do if picked player slot status equal to is playing then do wait X seconds)". Although this is not exact, but the small difference should not be too obvious in this case. |
| 01-19-2003, 03:49 PM | #14 |
Ok ummm... that trigger was awfully large. You don't need any waits to perform the idea and you only need one trigger with about 8 actions and one variable to perform this. Actually let me just fix it up...... Ok actually I needed 9 actions to create theexact effect you had plus my one trigger works for any amount of players. Just add them to the main event. Here is the much simpler multiplayer happy map. Good idea though by the way. To bad I use dialogs to choose units and display stats. |
| 01-19-2003, 04:20 PM | #15 |
damn upload didn't work let me try again. |
