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Hey Vrael, this is Shmidley.
Before you release be sure and enslave Phantom to upgrade the terrain.. TO THE MAX! Good fucking luck. You can have all my teleport system code if you need it, but it was never very pretty. Assuming you're not too far along and/or haven't already done this, you might as well include a Global Cool down Variable in every option with a speed setting somewhere in the console. This is actually easily added to every trigger through find/replace, assuming you're using a text trigger editor. I can post an example up if you desire. There might be some other stuff I'd like to give you to make this as good as possible, I'll have to take a look. And make sure to show this to me some time so I can tell you how much it sucks. If you're feeling brave, add me on AIM at Esponeo Vendago or MSN at ShmidleyWitz(at)hotmail.com. ![]() ![]() ![]() ![]() ![]() ![]() |
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To Durandal: Not a god. Just another dude who plays sc...
To Oyen: I think I played you in a game of Galactic Conquest the other day, "Vrael" is currently unusable, I'm using Majestik_Moose@USEast right now on battle.net. To Shmidley: Hey how's it goin? As for enslaving Phantom, don't need her. As I just told Oyen, using Majestik_Moose currently on B.net. You are (U)Esponeo now I assume. The triggers are all done, thanks for the offer of code but I don't need. The only thing that remains is to balance and name the units and touch up the terrain and doodads. As for how much my map "sucks" well, that's an opinion now, isn't it? Oh, and yea you do know what you're talking about at least so I'll let you see it before I release. Though, don't know how much you can add cause I used up all the locations. And in other news, after I finish Lathirion I'll be updating Feyvern with the new console options, so it doesn't become outdated. And, for those prospective RP map-makers out there, I'm going to make a "blank" console platform, so all you'd really need to do is name units and make terrain and -vwala! New RP! ![]() ![]() ![]() ![]() ![]() ![]() |
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Are you using Hyper Triggers with the Spawn-Speed settings? If so, you could use death counts to increase the speed of each unit spawner. For example:
Trigger Players: ¤ Force 1 Conditions: ¤ Current Player has suffered at most 0 deaths of Cave-In. Actions: ¤ Add 1 Death of Map Revealer for Current Player ¤ Preserve Trigger Trigger Players: ¤ Force 1 Conditions: ¤ Current Player brings at least 1 [men] to "Spawn Marine" ¤ Current Player has suffered at least 30 deaths of Map Revealer. Actions: ¤ Set Deaths of Map Revealer to 0 for Current Player. ¤ Create 1 Marine at location "Spawn Place" for Current Player ¤ Preserve Trigger The first trigger dictates the speed of spawning by adding death counts (12 per second with hyper triggers), and when it reaches a high enough death count, the unit is spawned(in this example, once every 2 and a half seconds). If you have every spawnable unit have the same death count condition, then you can simply have players increase their own respective spawning speed by stepping on a beacon that increases how quickly the death counts add up. For example.... Trigger Players: ¤ Force 1 Conditions: ¤ Current Player brings at least 1 [men] to "Spawn Speed 2". Actions: ¤ Set deaths of Cave-In to 1 for Current Player. ¤ Preserve Trigger Trigger Players: ¤ Force 1 Conditions: ¤ Current Player has suffered exactly 1 deaths of Cave-In. Actions: ¤ Add 2 Deaths of Map Revealer for Current Player ¤ Preserve Trigger This would double the previous spawning speed, by adding twice as many death counts. Anyway, that was my suggestion. Of course, without Hyper Triggers, this method won't work. ![]() ![]() ![]() ![]() ![]() ![]() ![]() No Hablo Espanol! |
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Thanks for your consideration Oyen, but I am well versed in trigger technique. I am in fact using hyper triggers and death counts already for the spawn speed settings. There are only 3 spawning speeds, in part because I didn't feel like making 12 billion triggers and in part because I ran out of locations/space. The speeds are 1 unit per 2 seconds, 1 unit every second, and 2 units per second.
This post was edited 1 time, last edit by Vrael: Nov 2 2007, 12:08 am.
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I dont think it would take a lot of triggers using my suggested method. It only would take 2 triggers per speed(1 for selecting speed and 1 for the actual speed of the spawn). Although, I can understand if you ran out of locations. To circumvent that, you could just have 2 locations & triggers for setting speed: Slower and Faster. For my previous example, stepping on the Slower location lowers speed by decreasing the death count of Cave-In by 1, and the other location would increase the death count. Simply make sure that you put a condition on the "Faster" trigger so that it doesn't exceed maximum Cave-In death count. Its also probably best to have the unit that steps on one of these selections to be moved back to its starting position, so the speed doesnt rapidly increase/decrease because the player couldn't get his unit off quick enough. Anyway, that was just my idea. Unless I looked at the map itself, I don't even know if anything I suggested would even be viable in your map. It's your map, so do it the way you want. 3 speeds is probably enough anyway. ![]() ![]() ![]() ![]() ![]() ![]() ![]() No Hablo Espanol! |
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Okay, jeez shmidley, no need to rip my face off. 12 billion is obviously an exaggeration anyway.
The method I used was basically the reverse of what you suggested Oyen. There are 3 Locations, "Slow" "Normal" and "Fast" per say. I made a death count cycle, Set to X deaths, subtract 1 per second with another trigger, then at 0 deaths add X deaths again. Units spawn when 1 deaths remain or so. If ling is at slow X = 24, if ling is at normal X = 12, if ling is at fast, X = 6. When I made my last post I didn't actually read your trigger system that well, sorry. But thanks for being more relevant than (U)Esponeo. ![]() ![]() ![]() ![]() ![]() ![]() |