creating a village builder

Joccaren

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Set it too a variable and use the action 'Destroy Visibility Modifier Region' with the VMR variable as the VMR to destroy.
 

millzy

Ultra Cool Member
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how do i work it out so that it destroys the right variable sorry for being so noob
 

Joccaren

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Use arrays. If you have one capture trigger per base, this will be easier. If you have one only capture trigger that works for every base, then it will be a bit harder. Which one are you using?
 

millzy

Ultra Cool Member
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i havent dont anthing for capturing bases yet

EDIT:would this work
Trigger:
  • Base 1
    • Events
      • Unit - A unit enters base 1 circle <gen>
    • Conditions
    • Actions
      • Visibility - Create an initially Disabled visibility modifier for (Owner of Circle of Power (large) 0058 <gen>) emitting Visibility across base 1 <gen>
      • Visibility - Create an initially Disabled visibility modifier for (Owner of Circle of Power (large) 0058 <gen>) emitting Visibility across base 1 Copy <gen>
      • Unit - Change ownership of Circle of Power (large) 0058 <gen> to (Owner of (Entering unit)) and Change color
      • Visibility - Create an initially Enabled visibility modifier for (Owner of Circle of Power (large) 0058 <gen>) emitting Visibility across base 1 <gen>
      • Visibility - Create an initially Enabled visibility modifier for (Owner of Circle of Power (large) 0058 <gen>) emitting Visibility across base 1 Copy <gen>
 

Joccaren

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Probably. I'm not that familiar with visibility modifier regions so I'm not sure if the disabled modifier regions would work and that would also leak. It would probably be better to set that regions visibility modifier region to a variable and destroy that variables modifier region like this:

Trigger:
  • Base 1
    • Events
      • Unit - A unit enters base 1 circle
    • Conditions
      • Player - Owner of (Triggering Unit) not equal to (Owner of (Circle of Power(large) 0058 <gen>))
    • Actions
      • Visibility - Destroy (Base_1_Visibility_Modifier)
      • Visibility - Create an initialy enabled visibility modifier region for (Owner of (Triggering Unit))
      • Set (Base_1_Visibility_Modifier) = (Last Created modifier region)
      • Unit - Change owner of (Circle of Power (large) 0058 <gen>) to (Owner of (Triggering Unit))
 

millzy

Ultra Cool Member
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ok ill use that and see if it works later
EDIT: do visability modifier work for the ally of the player getting the visibility modifier?

also any 1 out there that can help me with gates?
 

Joccaren

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I don't think the visibility modifier counts for allied players. If you want, I can modify the trigger to include allies, unfortunately you'll have to use one variable per region instead of being able to use arrays.

Also, what do you want to know about gates?
 

millzy

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ok i wont worry about the allies

heres a link to my post with what i need help with on the gates
http://www.thehelper.net/forums/showthread.php?t=140600

im Also thinking about making a muitiboard for each player displaying things like amount of units/hp of there king gold income buildings and other stuff

but i dont know how to make a muitiboard for only 1 player
 

millzy

Ultra Cool Member
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BUMP:eek:

EDIT: also iv got an income system for gold witch is evry 10/15/20/25/30 seconds depenting on witch race you pick the amount of gold depents on the building level e.g Farm gives 6 gold every 15 seconds farm lvl 2 gives 12 every 15 seconds

what i want is when the income is given i want display to the players there Total income amount what do i do to add up all the income for the players income and display it to them in total

heres a trigger exaple for the human income
Trigger:
  • fifteen second
    • Events
      • Time - Every 15.00 seconds of game time
    • Conditions
    • Actions
      • Set income_group[1] = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Farm)))
      • Unit Group - Pick every unit in income_group[1] and do (Actions)
        • Loop - Actions
          • Player - Add 6 to (Owner of (Picked unit)) Current gold
      • Custom script: call DestroyGroup (udg_income_group[1])
      • Set income_group[1] = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Great farm)))
      • Unit Group - Pick every unit in income_group[1] and do (Actions)
        • Loop - Actions
          • Player - Add 12 to (Owner of (Picked unit)) Current gold
      • Custom script: call DestroyGroup (udg_income_group[1])
      • Set income_group[1] = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Elite farm)))
      • Unit Group - Pick every unit in income_group[1] and do (Actions)
        • Loop - Actions
          • Player - Add 28 to (Owner of (Picked unit)) Current gold
      • Custom script: call DestroyGroup (udg_income_group[1])
 

millzy

Ultra Cool Member
Reaction score
44
:(:(:(:(:( bump :(:(:(:(:(

iv got this trigger to stop allys killing each other but it also stops players from killing there own units
how can i add any ally kill but allow players to kill the own units
Trigger:
  • anti ally kill
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Attacking unit)) is an enemy of (Owner of (Attacked unit))) Equal to False
        • Then - Actions
          • Game - Display to (Player group((Owner of (Attacked unit)))) for 10.00 seconds the text: ((Name of (Owner of (Attacked unit))) + is trying to attack your units mayby trying to betray you)
          • Game - Display to (Player group((Owner of (Attacking unit)))) for 10.00 seconds the text: (If you realy want to betray + ((Name of (Owner of (Attacked unit))) + you have to unally him/her))
          • Unit - Order (Attacking unit) to Stop
        • Else - Actions
 

XKillerBoy

Active Member
Reaction score
1
Trigger:
  • If - Conditions
    • (Owner of (Attacking unit)) Not equal to (!=) (Owner of (Attacked unit))
    • ((Owner of (Attacking unit)) is an ally of (Owner of (Attacked unit))) Equal to (==) True

It may look different for you. I'm using NewGen.
 

millzy

Ultra Cool Member
Reaction score
44
ok thanks that worked

what can i add to make it so you can only have a total of 40 income buildings


Trigger:
  • fgdg
    • Events
    • Conditions
    • Actions
    • For each (Integer A) from 1 to 12, do (Actions)
    • Loop - Actions
    • Player - Limit training of Farm to 40 for (Player((Integer A)))


i cant just use this trigger because people will be able to have 40 farms then upgrade them. then be able to build farms again what system will i need to create so that each player is only aloud 40 income buildings for there race. so you have 12 lvl 1 farms 18 lvl 2 farms 10 lvl 3 farms for example and you cant build any more
 

Wratox1

Member
Reaction score
22
just make a small region where the circle of power is and when a unit enters it and is not owned by the player that owns it already make him own the base?
 
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