Air Combat: Dog Fighting <-- Map Help

Sorry that can not be converted. It is the function(?) GetLocalPlayer() that fix your problem and it is not suported by GUI

But this is what it does:
You have one multiboard for each player, everymultiboard displays the value of the player (ShootsLeft[playernumber]) and is called mb[playernumber]

In GUI you cannot choose for wich player you should display which multiboard this JASS solves it like this (explanid in GUI but not alowed in GUI):
Display Multiboard-
Event-
?
Condition-
?
Actions
Loop (Inter A) 1- Number of players
If -
Player[integer A] == GetLocalPlayer() (Checks the local player)
Then
Display Multiboard
Minimize Multiboard
Else-
Do nothing
 
so what do i have to write in custom text to make it so i can show one person the MB?
 
I do to, but i wanna see if im right so shoot.
 
But I have a workaround that I am using in some maps. Insted of a multiboard I show tha inforamtion as a text message. Like this (dont remember all you wanted to display):

(No we)


Event-
Every 1 secund
Conditions-
Actions -
Cinematic - Clear text message
For each integer A 1 - 12
Game - Display text for player time: 999999 secunds "Information"
Game - Display text for player(A) time: 999999 secunds "Life:" + "String(Life for Unit(A))"
Game - Display text for player(A) time: 999999 secunds "Speed:" + "String(Speed(A))"
 
that could do it, but im going to try the forums at battle.net
 
suggestion!!!

u should have small armed soldiers with RPG's and stuff like that, it would add a little bit more interest to the game, and maybe 3 (maybe more) different kinda planes that each excel in sumthing different, one that has more machine gun ammo and does like .5 more damage with machine gun rounds but caries only 1 bomb and a few less missles, one that carries more missle and does more damage with missles but has 0 bombs and same ammount of MG (machine gun) ammo , and then a bomber type plane that carries 4 (or more) bombs has 0 missles, has like half the MG ammo and does .5 less with MG, i dunno it would be interesting and everoyne on warcraft loves it when u have a choice.
 
I like the RPG idea...

I would love to do that if i had more map space.... When its done and all i might be able to add another type of plane but this first model is hoggin some space. :D Thanks.
 
yea i kinda figured the mmodels would take up some space, how bigs the map BTW?

sweet!2 people gave me rep for that idea lol
 
Map Size so far: 96.6KB

Please note that is without the model plane, major movement triggers, unit placement, and doodad placement.

So all that is is the terrain and the MB triggers (which i still havent fixed the displaying yet).


Your welcome :D
 
im pretty sure uve tohught of this so far but will u be having anti aircraft guns? and if u do mayb u can add a sorta dodging sysytem that way the game requires some skills, and its not just a fly around killing, and will the plains bee constantly going forward?
 
Ya, i found this awsome model that im going to use as anti-air guns... im thinking about rolling monuvers that you have to press a certain arrow code to get your plane to roll left or right. Im thinking though. Thanks :D
 
Im just wondering; if you fly over a cliff, will your height change to go over it, or will you fly straight into it? :P Also, maybe you could add weather effects, like lightning storms and tornadoes, and maybe every once in a while spawn a flame effecet on the volcano and make it belch some fire :). I can definitely help with ideas like that :D. And will going over a cliff change your height, or make you lose fuel faster because of the higher altitude/lower air pressure? And wil it be possible to shoot land - based missles? Or get out of your airplane, maybe an emergency parachute system? :). And if so, what will you do then?

Deep questions :P
 
Wow the Idea guy lives up to his name :D

first, Thanks for about 2 ideas you gave me.

1) the height change... i was trying to figure that out :( but i could find how to do. If you know how i would be very gratfull :)

2) Weather effects are already placed into the game they include: sunny, rainy, and windy. The volano is almost done trigger-wise.

3) The parachute is pretty much auto-matic. When your plane is destoried you get sent to your airbase and you have to wait 2 minutes for your plane to be rebuilt. So your pilot can go around and man an Anit-air gun or buy missles or bombs while he/she waits.
(like that idea??)
 
Well, for the cliffs, im not really sure if you want the plane to rise up with the cliffs or just stay level. Probably easier to do the first, it will make players angry when they accidentally crash into a cliff, lol!

I like your idea lol :P; I meant that you would have to WORK to get back to your base; you would have to manually punch out, and then dodge enemy fire as you parachuted downwards (and it would be parachute height then; when it hit 0, you would simply start walking) with hopefully enough altitude to make it back to your base, although winds might blow you back. They could even blow you forwards; maybe a giant fan plane, lol! You could maybe buy manuevering jets or a jetpack as well, lol :D. And for the airbase --- I like your idea, I was thinking maybe you could do a LITTLE bit more, like repair an airplane or go work in the factory to speed up production as well as buy items and the like.

Lol.

Cheers.

:D
 
Acually i was thinking of having the height stay the same. Im trying to make it reallyu realistic. I mean in real life your plane wont just go up if your about to hit a cliff :P .

Nah i think i might just keep the first version with manning anti air guns and buy weps. Cause i mean its really only 2 minutes.
 
I tend to try and give players a lot of possibilities, but then again it is your map :P :D. Well, drafts might carry your airplane away from the mountain, or up it :P. And what about the FOG weather effect -_- :). And wouldnt sunlight cast a a glare on the cockpit and interfere with visibility? :P
 
wow ummm galre he.... i'll make the cockpit galss transistion glass :D Beat that! :P

Well i might add more possiblities. But my main focus right now is getting my model done and my MB up and running. Ive finished the missle and bullet firing triggers and the movement ones to.

Movement:
Up arrow: Adds 10 height every second, adds 10 speed every second.
Left arrow: Changes direction to the left by 10 degrees every second.
Right arrow: Changes direction to the right by 10 degrees every second.
Down arrow: Drops 10 height every second, drops 10 speed every second.

Or you can take a look at the functions:

Code:
Functions
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        -------- Player 1 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_down[1] Equal to 1
            Then - Actions
                Unit - Set Planes[1] movement speed to ((Current movement speed of Planes[1]) - 10.00)
                Animation - Change Planes[1] flying height to ((Current flying height of Planes[1]) - 10.00) at 2.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_left[1] Equal to 1
            Then - Actions
                Unit - Order Planes[1] to Move To ((Position of Planes[1]) offset by 1000000000.00 towards ((Facing of Planes[1]) - 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_right[1] Equal to 1
            Then - Actions
                Unit - Order Planes[1] to Move To ((Position of Planes[1]) offset by 1000000000.00 towards ((Facing of Planes[1]) + 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_up[1] Equal to 1
            Then - Actions
                Unit - Set Planes[1] movement speed to ((Current movement speed of Planes[1]) + 10.00)
                Animation - Change Planes[1] flying height to ((Current flying height of Planes[1]) + 10.00) at 2.00
            Else - Actions
        -------- Player 2 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_down[2] Equal to 1
            Then - Actions
                Unit - Set Planes[2] movement speed to ((Current movement speed of Planes[2]) - 10.00)
                Animation - Change Planes[2] flying height to ((Current flying height of Planes[2]) - 10.00) at 2.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_left[2] Equal to 1
            Then - Actions
                Unit - Order Planes[2] to Move To ((Position of Planes[2]) offset by 1000000000.00 towards ((Facing of Planes[2]) - 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_right[2] Equal to 1
            Then - Actions
                Unit - Order Planes[2] to Move To ((Position of Planes[2]) offset by 1000000000.00 towards ((Facing of Planes[2]) + 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_up[2] Equal to 1
            Then - Actions
                Unit - Set Planes[2] movement speed to ((Current movement speed of Planes[2]) + 10.00)
                Animation - Change Planes[2] flying height to ((Current flying height of Planes[2]) + 10.00) at 2.00
            Else - Actions
        -------- Player 3 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_down[3] Equal to 1
            Then - Actions
                Unit - Set Planes[3] movement speed to ((Current movement speed of Planes[3]) - 10.00)
                Animation - Change Planes[3] flying height to ((Current flying height of Planes[3]) - 10.00) at 2.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_left[3] Equal to 1
            Then - Actions
                Unit - Order Planes[3] to Move To ((Position of Planes[3]) offset by 1000000000.00 towards ((Facing of Planes[3]) - 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_right[3] Equal to 1
            Then - Actions
                Unit - Order Planes[3] to Move To ((Position of Planes[3]) offset by 1000000000.00 towards ((Facing of Planes[3]) + 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_up[3] Equal to 1
            Then - Actions
                Unit - Set Planes[3] movement speed to ((Current movement speed of Planes[3]) + 10.00)
                Animation - Change Planes[3] flying height to ((Current flying height of Planes[3]) + 10.00) at 2.00
            Else - Actions
        -------- Player 4 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_down[4] Equal to 1
            Then - Actions
                Unit - Set Planes[4] movement speed to ((Current movement speed of Planes[4]) - 10.00)
                Animation - Change Planes[4] flying height to ((Current flying height of Planes[4]) - 10.00) at 2.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_left[4] Equal to 1
            Then - Actions
                Unit - Order Planes[4] to Move To ((Position of Planes[4]) offset by 1000000000.00 towards ((Facing of Planes[4]) - 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_right[4] Equal to 1
            Then - Actions
                Unit - Order Planes[4] to Move To ((Position of Planes[4]) offset by 1000000000.00 towards ((Facing of Planes[4]) + 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_up[4] Equal to 1
            Then - Actions
                Unit - Set Planes[4] movement speed to ((Current movement speed of Planes[4]) + 10.00)
                Animation - Change Planes[4] flying height to ((Current flying height of Planes[4]) + 10.00) at 2.00
            Else - Actions
        -------- Player 5 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_down[5] Equal to 1
            Then - Actions
                Unit - Set Planes[5] movement speed to ((Current movement speed of Planes[5]) - 10.00)
                Animation - Change Planes[5] flying height to ((Current flying height of Planes[5]) - 10.00) at 2.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_left[5] Equal to 1
            Then - Actions
                Unit - Order Planes[5] to Move To ((Position of Planes[5]) offset by 1000000000.00 towards ((Facing of Planes[5]) - 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_right[5] Equal to 1
            Then - Actions
                Unit - Order Planes[5] to Move To ((Position of Planes[5]) offset by 1000000000.00 towards ((Facing of Planes[5]) + 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_up[5] Equal to 1
            Then - Actions
                Unit - Set Planes[5] movement speed to ((Current movement speed of Planes[5]) + 10.00)
                Animation - Change Planes[5] flying height to ((Current flying height of Planes[5]) + 10.00) at 2.00
            Else - Actions
        -------- Player 6 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_down[6] Equal to 1
            Then - Actions
                Unit - Set Planes[6] movement speed to ((Current movement speed of Planes[6]) - 10.00)
                Animation - Change Planes[6] flying height to ((Current flying height of Planes[6]) - 10.00) at 2.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_left[6] Equal to 1
            Then - Actions
                Unit - Order Planes[6] to Move To ((Position of Planes[6]) offset by 1000000000.00 towards ((Facing of Planes[6]) - 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_right[6] Equal to 1
            Then - Actions
                Unit - Order Planes[6] to Move To ((Position of Planes[6]) offset by 1000000000.00 towards ((Facing of Planes[6]) + 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_up[6] Equal to 1
            Then - Actions
                Unit - Set Planes[6] movement speed to ((Current movement speed of Planes[6]) + 10.00)
                Animation - Change Planes[6] flying height to ((Current flying height of Planes[6]) + 10.00) at 2.00
            Else - Actions
        -------- Player 7 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_down[7] Equal to 1
            Then - Actions
                Unit - Set Planes[7] movement speed to ((Current movement speed of Planes[7]) - 10.00)
                Animation - Change Planes[7] flying height to ((Current flying height of Planes[7]) - 10.00) at 2.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_left[7] Equal to 1
            Then - Actions
                Unit - Order Planes[7] to Move To ((Position of Planes[7]) offset by 1000000000.00 towards ((Facing of Planes[7]) - 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_right[7] Equal to 1
            Then - Actions
                Unit - Order Planes[7] to Move To ((Position of Planes[7]) offset by 1000000000.00 towards ((Facing of Planes[7]) + 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_up[7] Equal to 1
            Then - Actions
                Unit - Set Planes[7] movement speed to ((Current movement speed of Planes[7]) + 10.00)
                Animation - Change Planes[7] flying height to ((Current flying height of Planes[7]) + 10.00) at 2.00
            Else - Actions
        -------- Player 8 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_down[8] Equal to 1
            Then - Actions
                Unit - Set Planes[8] movement speed to ((Current movement speed of Planes[8]) - 10.00)
                Animation - Change Planes[8] flying height to ((Current flying height of Planes[8]) - 10.00) at 2.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_left[8] Equal to 1
            Then - Actions
                Unit - Order Planes[8] to Move To ((Position of Planes[8]) offset by 1000000000.00 towards ((Facing of Planes[8]) - 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_right[8] Equal to 1
            Then - Actions
                Unit - Order Planes[8] to Move To ((Position of Planes[8]) offset by 1000000000.00 towards ((Facing of Planes[8]) + 10.00) degrees)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Arrow_up[8] Equal to 1
            Then - Actions
                Unit - Set Planes[8] movement speed to ((Current movement speed of Planes[8]) + 10.00)
                Animation - Change Planes[8] flying height to ((Current flying height of Planes[8]) + 10.00) at 2.00
            Else - Actions
 
about the glare thingy , havent u eve rnoticed the pilots wearing them huge ass sunglasses? and maybe for kicks and gigles (hehe) when your unit lands on the ground make it so he has a pistol and can kill small rodents and has to walk back to his base, that wa, theres a bigger gain in the enemies shooting down planes, not only do u have to wait 2 minutes u also have to walk back hahah take that homos! but also maybe u can use the Army Men Air Attack (AMAA) style where depending on what copilot u have changes the missles, MGs, and bombs, just a suggestion thou, then u wouldnt have to make several planes, but it would take away some of the realistics to it, and good luck with all this, but i gotta eat brb soon
 
Thats an idea...

I was thinking of haveing a helicopter (already made and done -- got from wc3sear.ch) and of coarse my model of the plane. With the helicopter carrying more fuel. and more bullets. but less missles. and no bombs
 
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