Translated into English
Hi, I have two triggers that I need fixing
The first is a power up item that the hero drops, but the same hero isn't available to use the power up. I have done two triggers to this one and neither is working.
My second item trigger is a combination trigger, you...
how about...
Alliance Players Leaving
Events
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown)...
Ok, so earlier I had received major help from Darthfett. And it was good, and there was light ect. Now I've run into a new problem and going to have to adjust the code to a point which I don't understand.
Init
Events
Map initialization
Conditions
Actions...
If the quest giver is set up as a shop. And the item is a unique item you created in the object editor. Then...
Untitled Trigger 001
Events
Unit - A unit Pawns an item (to shop)
Conditions
(Item-type of (Item being manipulated)) Equal to Quest Item
Actions...
"i dont know how to do the trigger to show that you have killed #/10 units for each unit you kill :S can someone help me out please???"
Kind of confused about this question
I would love to help really, but can you explain the item quest just a little more, so I have more of a sense of what...
1. I would use Improved Masonry I believe it is. It is an upgrade.
2. I don't know about that one. You would have to go into more detail.
3. Check collision of the building
cool. getting closer.
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
tempstring[1] Equal to straw
Straw[(Player number of (Triggering player))] Greater...
I didn't vote on missions or events.
I think for missions you should
:every few minutes, separate missions for each time, maybe the same mission but they can both complete it, like "x amount of kills before x minutes for team"
About the events, I don't think you should have random...
oh man. SO CLOSE.
Now the only problem is that I start with "numberexplored 3" . When my building spawns on "Region B"
I'm assuming if I started on "Region C" I would have "numberexplored 6"
Explore Region A
Events
Unit - A unit enters A <gen>
Conditions
Actions...
hmmm... I think that will work. The binary was a great idea by the way.
The problem now though, is that it doesn't close itself off. Should I do
if temp = 0
set numberexplored[playernumber of owner of entering unit] = numberexplored[playernumber of owner of entering unit]+1
If I just put...
I understand the table. And that is the way it is set up now, but you don't have to go to "Region A" first right??
Right now, is it set up so that each region is worth differing values?? It should be set up so that each region is only worth "1" point. So that it is just adding up how many...
I think we are getting closer.
just checking, but the
set temp = temp mod 2
is not in the loop correct?
What happens now is...
I spawn with 2 points in "Region B"
When I go to "Region A" I gain "4" points
When I go to "Region C" I gain "1" point
After I go into each region, I can't...
good idea. But if I script
Set straw[(Player number of (Triggering player))] = (straw[(Player number of (Triggering player))] - tempint[4])
Won't that cause serious efficieny issues.
I currently have each of my resources set up as an integer array (12)
I need a way to refer to the written...
oh man, so close.
Ok, now when I spawn, I automatically have "2" points because I spawn a building on there. Although it probably shouldn't be 2.
I've tested the map 2 different ways.
1st Test:
If I leave and re-enter "Region B" before touching any other region, I get 2 points every time...