My AQ's.

Affliction

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They're not asked frequently, 'cause I hope I only have to ask them once and get an answer.

I'm a novice map maker, taking on a heavy project
(Think- Dark Deeds and Werewolf- Transylvania together), without much clue how to go about it. But I intend to finish it.


I've gotten the terrain, for the most part, complete. I'm now trying to work out all of the triggers, and it'll then be set for bug tests and measurement of fun..ness.

My first question, is:
Is there a way to change just a single body of water's color?

Rest of the water in the map be green, while one pond is red... or blue?


And the next that comes to mind,
How would I go about making everything anonymous? I want units to not only not show up on the minimap (I know how to do that), but to also not show teamcolor. Have everything be, as default, brown.

I'd like people's own colors to change to brown, all of their units to be brown.

In fact, I want no way to tell the difference of one player to the next at all.
 

Tyman2007

Ya Rly >.
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First question, just make a region over it and edit the region properties to make it a colored fog. As far as I know, you cannot change the water color on a specific region. This game was made in 2000 you know ;)

As for the anonymous, you'll probably either have to edit the colors of the player's dots (Or the player colors themselves) and do it like that, or just force one of the features to be enabled..

Both of the things you are saying are either difficult or impossible..
 

Affliction

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Well, damn.

Okay, how about..

How do I make a custom building, a hero store with no limit to how often players buy that hero?

No one player can have multiple, but, two players can select the same hero without a waiting period.
 

Tyman2007

Ya Rly >.
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under Techtree - Units Sold

Just remove the prices of the heroes.

Change the Stats - Stock thing to whatever for each hero

And presto!
 

Bogrim

y hello thar
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You can change units' color to brown with triggers. You can make a periodic trigger which changes the color mode for all players to prevent players from toggling to team color settings to see enemy and allied players.

The minimap portion is a tad more complex but not impossible by any means. You simply have to create a "fake" dot for everything you want to appear as brown. By that I mean disabling the minimap display for all units and then create a secondary, "locust" unit for the brown player with minimap display.
 

Affliction

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under Techtree - Units Sold

Just remove the prices of the heroes.

Change the Stats - Stock thing to whatever for each hero

And presto!


Fantastic!

THat part is taken care of, but, on to the next part of it.


I want a basic unit, say, a plain peasant to go up to a "Uniform Loadout" shop and then buy a hero.

Since there will be no price, how could I get them to only buy one hero with no option at all to keep buying in bulk?



I was thinking, to give the peasant a "Uniform Voucher" in their inventory, that can not be dropped. And when they purchase a hero, the unit is removed from game. Thus removing the token, as well.


But, how would I design the trigger to only let people buy heros from -that- store when they have the token, and to not let them from -that- store when they don't?
 

Tyman2007

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Unless you changed the tier requirements on each hero, you can only buy 1. It will say you need a keep or something if you want to buy another.
 

Affliction

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I'm going to want to give them the option of buying another hero later.


The first hero they get, from the loadout, will be their main one.

Anything afterward, would be support. But I wouldn't want them going back to the first tent and getting another main one.
 

Tyman2007

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Support.. Hmm.. Support heroes you would probably have to remove the tier requirement and just move the dummy peasant over to another tavern.

Sounds like you're having quite an advanced map on your hands :p

You would need a cost for them (Preferably lumber).

I don't know of any real easy way that takes less than 10 minutes really.
 

Affliction

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Hehe, no, I'm just inept and making it all over complicated.



It's a hide and seek sort of map (Dark Deeds, Werewolf, et cetera.).

You get one man, a villager (Or in this case, an explorer) who has to run into the world and build a base, aquire resources, etcetera. This one unit is pretty underpowered by itself, but, I want it classified as a hero so you have quick access to it because it's on the left side of your screen as a hero.


Later in the game, I want the person able to get an actual hero that does noteworthy damage, has worthwhile spells, all that jazz.

But not to be able to go back to the starting point and just pick another starting "hero" and cheat.

I realize I could remove the building after a set period of time, but, I'd prefer not to do that.





I was also thinking,

Have the one Explorer unit have abilities to select what he wishes to be.

Have, say, three buttons.

Footman, Rifleman, and Knight.


I've got a trigger, I think, that ... when a unit begins casting an ability <Footman>, replace the Explorer with Footman.

And the same for Rifleman, and Knight.

How would I design this trigger to work with all players, instead of having to copy and paste the trigger eleven times for each player?
 

azareus

And you know it.
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My first question, is:
Is there a way to change just a single body of water's color?

Rest of the water in the map be green, while one pond is red... or blue?

Use the "Water plane" import from The Ultimate Terraining Map

And the next that comes to mind,
How would I go about making everything anonymous? I want units to not only not show up on the minimap (I know how to do that), but to also not show teamcolor. Have everything be, as default, brown.

I'd like people's own colors to change to brown, all of their units to be brown.

In fact, I want no way to tell the difference of one player to the next at all.

Hide every unit/building in the game from the minimap, and set the units teamcolors to Brown, instead of "Match Owning Player"

You get one man, a villager (Or in this case, an explorer) who has to run into the world and build a base, aquire resources, etcetera. This one unit is pretty underpowered by itself, but, I want it classified as a hero so you have quick access to it because it's on the left side of your screen as a hero.

Create a new unit, based on a hero.
Change its abilities to none.
Change "Techtree - Buildings constructed:" to the buildings it should be able to make.


Later in the game, I want the person able to get an actual hero that does noteworthy damage, has worthwhile spells, all that jazz.

But not to be able to go back to the starting point and just pick another starting "hero" and cheat.

I realize I could remove the building after a set period of time, but, I'd prefer not to do that.

Have the heroes cost 1 lumber/food depending on what you use for your map.

I was also thinking,

Have the one Explorer unit have abilities to select what he wishes to be.

Have, say, three buttons.

Footman, Rifleman, and Knight.


I've got a trigger, I think, that ... when a unit begins casting an ability <Footman>, replace the Explorer with Footman.

And the same for Rifleman, and Knight.

How would I design this trigger to work with all players, instead of having to copy and paste the trigger eleven times for each player?

Trigger:
  • Replacement
    • Events
      • Unit - A Unit starts the effect of an ability
    • Conditions
    • Actions
      • If
        • (Ability being cast) Equal to(Change to Footman)
      • Then
        • Unit - Replace (triggering unit) with (Footman)
      • Else
        • If
        • (Ability being cast) Equal to(Change to Rifleman)
      • Then
        • Unit - Replace (triggering unit) with (Rifleman)
      • Else
        • If
        • (Ability being cast) Equal to(Change to Knight)
      • Then
        • Unit - Replace (triggering unit) with (Knight)
 

sLsIDK

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There's a way to get 100% anonymous players (except for enemies), but I'm not sure how. (Think of Parasite Resurrection if you've ever played that)

As for the changing of class, make it when it casts a spell, with conditions spell equal to Footman, Rifleman OR Knight, then give it a custom spell based of chaos*. Then, if they casted Rifleman, set the level of your chaos skill to 2, and if they casted Knight, set it to 3.

*This skill is what changes the orcs to the red orcs in the campaign. Basically what it does it morphs the unit into a completely new unit, but retaining everything (Except for skills), including experience, health, mana (in percentages), and items. Make the chaos level one skill Knight, level two Rifleman, and level three knight.
 

Affliction

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How do I change what a player's starting units are?

So I do not have to pre-place units for players that might not be there, just have them created when the map starts.


I just want one unit spawned, instead of a base and some peasants.

( I've already deleted the trigger that gives them those units, but, now I don't know how to spawn the one unit I want them to have, if the player is playing. )
 

KingTobiazZz

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How do I change what a player's starting units are?

So I do not have to pre-place units for players that might not be there, just have them created when the map starts.


I just want one unit spawned, instead of a base and some peasants.

( I've already deleted the trigger that gives them those units, but, now I don't know how to spawn the one unit I want them to have, if the player is playing. )

I think this will do the trick:

Starting Units
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) controller) Equal to User
Then - Actions
Unit - Create 1 Peon for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Else - Actions
 

tooltiperror

Super Moderator
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Trigger:
  • Anon
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Change color of (Player((Integer A))) to (Color of Player 12 (Brown)), Changing color of existing units
          • Player - Set name of (Player((Integer A))) to TheSameName
 

Affliction

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I really appreciate this, guys.

I'm the sort that wants things a certain way, and focuses on a part until it's perfect. I'd never get this done, without your help. =3

So, uh. How would I make a hero's attack and armor, be researchable? Let them spend money to upgrade hero damage, like one does with units.

Trigger:
  • Leaves Game
    • Events
      • Player - Player 1 (Red) leaves the game
      • Player - Player 2 (Blue) leaves the game
      • Player - Player 3 (Teal) leaves the game
      • Player - Player 4 (Purple) leaves the game
      • Player - Player 5 (Yellow) leaves the game
      • Player - Player 6 (Orange) leaves the game
      • Player - Player 7 (Green) leaves the game
      • 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
    • Conditions
    • Actions
      • Player Group - Remove (Triggering player) from AllPlayers
      • Game - Display to (All players) the text: Just because he has...
      • Trigger - Turn on First night &lt;gen&gt;



How could I tidy that up, and put all of those Player actions into just one.

While it's not really necessary for this one trigger, there are -several- triggers that should be fired by each player... and it's just unpleasant to make 11 triggers all the same, save for the player color.
 

Affliction

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While players are supposed to be able to create troops, I don't want them to just train them out of the barracks.


I'd like for the players to 'request' units, and they be delivered every, say, five minutes to a certain point, as defined by a specific building they can only have one of.


I was thinking to have any created units they make, be sent to a walled-off spot on the map all their own, then control (and vision) of them removed.

Then, as defined by the interval, they just appear at the defined building.


It feels sloppy to me, though. Any other suggestions?





Also: Found out how to upgrade hero damage. :D

Now, how do I set what time of day it is when the map starts?
 
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