Hello, Ghoster!
Your map concept looks great! In the past I was ill with Legacy of Haen ideas of the undergrownd world, caves/flares and etc. Had several attempts to make something based on it's ideas that however were never finished. It's totally fine to use and reinterpret some good ideas from maps and ain't a plagiarism in any way.
Dialogs/Buying Stuff: I've seen some maps with the "dropship conversation system" - is there any tutorial about making such thing? I would love to use it on my map, but I have no idea how to make triggers disallowing dropship to move from a place for example.
Just be careful with at most and at least bring conditions that aren't always working as expected for units in transports (and also in bunkers if I remember right). I don't remember exactly but there is a weird behavior when units don't count like those buildings being in construction don't detect with at least. Again, if I'm right this is reverse to buildings: so expect some surprises with modifier at most.
Anomalies: I wanted to create deadly anomalies in the game, which would cause player to hear repeating beeping in the background as they approached them and it would beep faster and faster until the moment when they're stepping on it and die. I think this can't be done without *lots* of locations (which I just don't have anymore), but I may be wrong.
If you're ok with persistent places for anomalies then you can use burrowed units for that (let's call it Anomaly). You don't need to surrownd *each* anomaly with bunch of locations, you instead have always-centered loactions of different sizes on a "hero" unit, like this:
Don't know if this needs an explanation but let's note, that these five locations alone will serve however many human players you have in the map (i.e. no need to make five locations for *each* human player).
Then let's denote condition (Enemy player brings at least 1 Anomaly to location "# Vi") simply as Vi (for i=1,2,3,4,5). You will need a death counter (I'll be referring to it as Dist) that will measure distance to the burrowed unit from 0 (the farthest, no anomaly detected) to 5 (closest, death). In a nutshell you need to previously set Dist to 0 (Dist=0) and then consequently check conditions (symbol '&' is the logical AND):
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If (Dist is 0)&(V1 OR V2 OR V3 OR V4 OR V5) then Dist=1.
If (Dist is 1)&(V3&V4 OR V2&V3 OR V1&V2 OR V5&V4) then Dist=2.
If (Dist is 2)&(V2&V4 OR V1&V3 OR V3&V5) then Dist=3.
If (Dist is 3)&(V1&V4 OR V2&V5) then Dist=4.
If (Dist is 4)&V1&V5 then Dist=5.
We can't simply write a trigger to check A&(B OR C), that's why we break it into two: the first checks A&B, the second then checks A&C. All in all we get the following:
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Trigger 1: If [conditions] (Dist is 0)&V1 then [actions] Dist=1.
Trigger 2: If (Dist is 0)&V2 then Dist=1.
Trigger 3: If (Dist is 0)&V3 then Dist=1.
...
Trigger 6: If (Dist is 1)&V3&V4 then Dist=2.
Trigger 7: If (Dist is 1)&V2&V3 then Dist=2.
...
Trigger 15: If (Dist is 4)&V1&V5 then Dist=5.
As for a "beeping" sound, I would have done it the following way. I would take a temporary unit Timer for "timing" death counters (that may be reused with the other trigger subsystems as well). The following triggers cycle timers and are owned by a single computer player:
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Trigger 1 (Computer):
Conditions: Always
Actions:
Set deaths of Timer owned by Player 1: add 1.
Set deaths of Timer owned by Player 2: add 1.
Set deaths of Timer owned by Player 3: add 1.
Set deaths of Timer owned by Player 4: add 1.
Trigger 2 (Computer):
Conditions:
Player 4 has suffered at least 12 deaths of Timer.
Actions:
Set deaths of Timer owned by Player 4: set to 0.
Trigger 3 (Computer):
Conditions:
Player 3 has suffered at least 24 deaths of Timer.
Actions:
Set deaths of Timer owned by Player 3: set to 0.
Trigger 4 (Computer):
Conditions:
Player 2 has suffered at least 30 deaths of Timer.
Actions:
Set deaths of Timer owned by Player 2: set to 0.
Trigger 5 (Computer):
Conditions:
Player 1 has suffered at least 36 deaths of Timer.
Actions:
Set deaths of Timer owned by Player 1: set to 0.
All we need to do is to combine conditions from the first part with timers to produce the sound.
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Trigger 1 (Human Players):
Conditions:
Player 1 has suffered exactly 0 deaths of Timer.
Current player has suffered exactly 1 deaths of Dist.
Actions:
Play WAV: "BEEP!".
Trigger 2 (Human Players):
Conditions:
Player 2 has suffered exactly 0 deaths of Timer.
Current player has suffered exactly 2 deaths of Dist.
Actions:
Play WAV: "BEEP!".
Trigger 3 (Human Players):
Conditions:
Player 3 has suffered exactly 0 deaths of Timer.
Current player has suffered exactly 3 deaths of Dist.
Actions:
Play WAV: "BEEP!".
Trigger 4 (Human Players):
Conditions:
Player 4 has suffered exactly 0 deaths of Timer.
Current player has suffered exactly 4 deaths of Dist.
Actions:
Play WAV: "BEEP!".
You can also add a transmission from the anomaly burrowed unit on the closest distance to designate the anomaly point with a blinking circle. I'm crossing it with the slowest timer in the example to (hopefully!) make it less obvious and also because transmission effectively acts as a wait and may lead to wait blocks (with the other trigger systems) when used very frequently.
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Trigger (Human Players):
Conditions:
Player 1 has suffered exactly 0 deaths of Timer.
Current player has suffered exactly 4 deaths of Dist.
Actions:
Send transmission from Anom.
Of course all mentioned triggers are preserved.
Post has been edited 13 time(s), last time on Mar 19 2015, 3:21 pm by Wormer.
Some.