-Brainiac-
New Member
- Reaction score
- 7
Hey I got a few problems to fix and then I can bring out my map but first the questions...
(Maybe some simple questions but I'm not that good at Map making (yet))
Q1. Creating a Timer like this:
Q2. My text doesn't fit in the timer window... How do I make the horizontal wide of the timerwindow bigger?
Q3. How do you make the money of a player decrease when his hero dies? like; "Hero dies, then the player loses (Hero level)x(35) gold"?
Q4. Somehow I can't get the camera working... I got this:
Note: this includes my countdown timer as you see...
Q5. I got two triggers so set the Fog of War for a certain region on and off.. but once I put it off, and want to set it to on again it automaticcaly turns back off... I have to following:
Q6. If anything in my triggers is wrong please correct me!
*: What is supposed to be here?
Thanks in Advance, Regards Brain
(Maybe some simple questions but I'm not that good at Map making (yet))
Q1. Creating a Timer like this:
Trigger:
- Event
- Unit - A unit Dies
- Conditions
- Actions
- Countdown Timer - Start Dead_Timer as a One-shot timer that will expire in 20.00 seconds
- Countdown Timer - Create a timer window for (Last started timer) with title ((Name of (Triggering unit)) + wil revive in<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />
- Custom script: call Destroy*(udg_Death_Timer)
Q2. My text doesn't fit in the timer window... How do I make the horizontal wide of the timerwindow bigger?
Q3. How do you make the money of a player decrease when his hero dies? like; "Hero dies, then the player loses (Hero level)x(35) gold"?
Q4. Somehow I can't get the camera working... I got this:
Trigger:
- Hero Reviving
- Events
- Unit - A unit Dies
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) is A Hero) Equal to True
- ((Triggering unit) belongs to an ally of Player 1 (Red)) Equal to True
- Then - Actions
- Game - Display to (All players) the text: (A hero from the Northern Forces died, and will come back to life in 20 seconds: + (Proper name of (Triggering unit)))
- Countdown Timer - Start Dead_Timer as a One-shot timer that will expire in 20.00 seconds
- Countdown Timer - Create a timer window for (Last started timer) with title ((Name of (Triggering unit)) + will revive in<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />
- Wait 20.00 game-time seconds
- Set TempPoint = (Center of Heroes North <gen>)
- Hero - Instantly revive (Triggering unit) at TempPoint, Hide revival graphics
- Camera - Pan camera for (Owner of (Triggering unit)) to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) is A Hero) Equal to True
- ((Triggering unit) belongs to an ally of Player 5 (Yellow)) Equal to True
- Then - Actions
- Game - Display to (All players) the text: (A hero from the Southern Forces died, and will come back to life in 20 seconds: + (Proper name of (Triggering unit)))
- Countdown Timer - Start Dead_Timer as a One-shot timer that will expire in 20.00 seconds
- Countdown Timer - Create a timer window for (Last started timer) with title ((Name of (Triggering unit)) + will revive in<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />
- Wait 20.00 game-time seconds
- Set TempPoint = (Center of Heroes South <gen>)
- Hero - Instantly revive (Triggering unit) at TempPoint, Hide revival graphics
- Camera - Pan camera for (Owner of (Triggering unit)) to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Note: this includes my countdown timer as you see...
Q5. I got two triggers so set the Fog of War for a certain region on and off.. but once I put it off, and want to set it to on again it automaticcaly turns back off... I have to following:
Trigger:
- Turn Fog of War Off
- Events
- Player - Player 1 (Red) types a chat message containing -fowoff as An exact match
- Conditions
- Actions
- Game - Display to (All players) the text: Fog of War has been...
- Set Players_North = (All allies of Player 1 (Red))
- Set Players_South = (All allies of Player 5 (Yellow))
- Player Group - Pick every player in Players_North and do (Actions)
- Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across FOW NORTH <gen>
- Loop - Actions
- Player Group - Pick every player in Players_South and do (Actions)
- Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across FOW SOUTH <gen>
- Loop - Actions
- Custom script: call DestroyForce(udg_Players_South)
- Custom script: call DestroyForce(udg_Players_North)
- Events
Trigger:
- Turn Fog of War On
- Events
- Player - Player 1 (Red) types a chat message containing -fowon as An exact match
- Conditions
- Actions
- Game - Display to (All players) the text: Fog of War has been...
- Trigger - Turn off Turn Fog of War Off <gen>
- Set Players_North = (All allies of Player 1 (Red))
- Set Players_South = (All allies of Player 5 (Yellow))
- Player Group - Pick every player in Players_North and do (Actions)
- Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Fog of war across FOW NORTH <gen>
- Loop - Actions
- Player Group - Pick every player in Players_South and do (Actions)
- Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Fog of war across FOW SOUTH <gen>
- Loop - Actions
- Custom script: call DestroyForce(udg_Players_South)
- Custom script: call DestroyForce(udg_Players_North)
- Events
Q6. If anything in my triggers is wrong please correct me!
*: What is supposed to be here?
Thanks in Advance, Regards Brain