LOTS of questions

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Questions:


1. How do i put that lil box up in the right hand corner to dispely a times.

2. With the lil box, how do i make players names apear up there with how many kills of w/e unit.

3. How do i litterally put game text in the map, like hovering, neatly?

4. How do i make a cave that a person can be sent to a secret area on my map?


5. How do i make it so the starting locatations for the players dont generate a townhall?

6. Last question, how do i make a lil cinema, its gonna be at the end of my game, tha shows the classic 1st, 2nd, 3rd place winners on a pedistal?


I know alot of these questions wont be answered, but if anyone can answer any of them id really apreciate it. Thanks.
 
I know alot of these questions wont be answered, but if anyone can answer any of them id really apreciate it. Thanks.

In this forum, because the user populace is small, I make every effort to answer all your questions, no matter how long it takes. :)

1)

countdown timer - start timer
countdown timer - create timer window
countdown timer - show/hide timer window (you want to show it of course)

2) bit more complex this one, I would ask that you read this leaderboard tutorial.

http://www.dom.lordaeron.net/tutorials/

3)

floating text - create floating text at point
floating text - show/hide floating text (you want to show it of course)

4) make a region where the cave is, call it something like "secretareateleport". Make another region where the secret area is and call it "secretarea".

then do a trigger:

event:
a unit enters <secretareateleport>

actions:
[unit - move unit (instantly)]
unit - move (entering unit) instantly to center of <secretarea>

5) remove this action in the melee initialization trigger:

melee game - create starting units (for all players)

6)

there is no real technical challenge here, just make some terrain and elevate it in 3 areas to create a pedestal for 1st, 2nd and 3rd


It's clear from your questions that you haven't really even looked through the editor yet, I strongly suggest you do that, as many of the questions you have asked aren't too difficult to do by any standards. :)
 
-- Display a timer.


Note, you cannot do this on map init. So probobly good idea to make a new catagory, with triggers called from the init. You will need a small wait time in there somewhere for it to work; mine waits 10 seconds. I have one catagory that starts the timer, leaderboard, and tallies kills.

Countdown Timer - Start (your timer variable) as a Repeating timer (or one shot timer) that will expire in 'x' seconds.
Countdown Timer - Create a timer window for (Last started timer) with title "your title here"
Countdown Timer - Show (Last created timer window)

--Leaderboard (the "box" with kills and names)

To make leaderboard, you cant put it in the INIT, you have to call a new trigger from the init, and have a WAIT command for a few seconds. I don't know why, it wouldn't work any other way. Leaderboards are pretty complex, they take a lot of triggers.

Create a leaderboard for (all players) titled " "
Player group - pick every player in (all players) and do
-Leaderboard- Add (Picked Player) to (Last created leaderboard) with label (Name of picked unit) and value 0
Leaderboard - Show (Last created learderboard)

Now make a trigger to keep track of kills. You can do it with an array variable, or cheat with lumber or some other reward. Note, I see some maps that constantly sort the board, so when names are 0 they jump all over the place....... sorting it when something dies is a good way of limiting that.

Condition
-A unit dies

Action
Set variable kills[ (Player number of (Owner of (Killing Unit)))] TO kills[ (Player number of (Owner of (Killing Unit)))] +1
(value - value+1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) TO kills[ (Player number of (Owner of (Killing Unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order

I personally award 1 lumber for a kill, then use total lumber awarded for the leaderboard.... then charge lumber for items :)

-- No town hall
Just delete the triggers under initialization that spawn the starting units.

-- Text directly on map
Find the action for "floating text - " that will help.... remeber you must create, then SHOW.

-Cinematics

This is really involved to type out, so I'll give a rundown

Create pedistals.
Create regions on top of them
Create triggers to define victory.
Use "leaderboard positions" to sort the winning players (assume 3, right?)

Make a camera pointed at the pedastils. (camera pallet)
Move the units to the regions.
Pan all players to THAT camera you made.

Have waits, text, whatever you like for your ending, then use the victory trigger to end the game.

Good Luck.

SD_Ryoko
 
yeah you're better off listening to SD_Ryoko, he explains stuff much better than me lol
 
...*MINDS BLOWN AWAY*..Wow, nice guys... If i doesnt hurt i have a little bit more to ask.


7. In cinemas, u know how at the bottom u can c people talk, how do i make a scirpt like that?

8. My cinams work, but i can still move the camera around with arrows.

9. Make a barracks make (lets say footies) 4 at a time every minute?

10. When the footies get done , make footies go to point b, then point c, alloowing them to atack anything in there path?

11.im having trouble with sounds and regions. I have some triggers that say text when u step in a ceratin region and give off a sound. But i can never hear the sound.

12. Is there a way to put music in an order?


Lest c u answer all these DARG =D
 
7) use cinematic - transmission from unit

8) are you in cinematic mode? you need to turn it on first.

cinematic - cinematic mode

you need to do this first before you do the stuff in question 7)

9) uh, just set the training time for the footies to 15 seconds, look for the "Stats - build time" field for the footie in the object editor (under the units tab)

10) this is hard to do, because you can't set waypoint orders via triggers, but you could sorta do it I guess:

just make a simple trigger:

event: [generic unit event]
a unit finishes training a unit
conditon:
[unit-type comparison]
unit-type of trained unit is a footie
action:
order trained unit to attack move to point b
wait 5 seconds
order trained unit to attack move to point c

11) make sure the sound is not a 3d-sound, doublie click on it in the sound editor and you'll see a 3d sound option listed there

12) imported music, yes, see this thread:

http://www.thehelper.net/forums/showthread.php?s=&threadid=9603
 
Try regions? ( Stealing text :) ) Pathing blockers help too.

event: [generic unit event]
a unit finishes training a unit

conditon:
[unit-type comparison]
unit-type of trained unit is a footie (or, like mine, is enemy player)
action:
order trained unit to attack move to region b

event:[unit enters region b]
conditon:
[unit-type comparison]
unit-type of trained unit is a footie
action:
order unit to attack move to region c
 
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