Simple TD map with issues.

ZelNaga

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5
Ok so I'm making a simple TD for a few of my friends and I am coming across some issues as I'm making it. First off I copied & pasted half of the triggers from TGTD 2.3 because I had no clue how to make a TD when I started this. This is all GUI since I am fairly unskilled at non-GUI.

Solved.
Issue #1: In TGTD 2.3 there is only 31 levels, in my map there are 36. I changed (from what I could find) the trigger that makes you win from 31 to 36, but you still win at level 31.

Solved.
Issue #2: When you first start out you begin with a 'Wisp' that wisp then builds one of the races that you select. It is set so that once you begin to build that race both the wisp and building are destroyed and gone forever, leaving you with just that races builder. The problem is when you build the race building, you still have the wisp selected. I have tried to remove, kill, and explode the wisp but I cannot get it to un-select naturally. From what I know of there is no 'Unselect unit X' trigger either.

Issue #3: I have a tower (Contagion [Poison Race]) that is supposed to be a Phoenix egg but when built, turns into a phoenix. I have tried messing with the Phoenix Morphing [Egg Related] skill but have come up with nothing.

Issue #4: I would like at the start of the map to have a selection of how many lives the players want. (Like in Wintermaul One) however all my attempts have failed. For testing purposes I set the variable Lifes to 100.

I've attached both my current map (JDK TD) and the map that I based half of my triggers on (TGTD 2.3.)
 

Attachments

  • JDK TD.w3x
    61.4 KB · Views: 186
  • TGTD 2.3.w3x
    43.4 KB · Views: 162

avalya

New Member
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37
Got answers for questions 2 and 3,

#2: Use the action found under Selection 'Clear (Player 1 (Red))'s selection).

#3: Your tower needs to have, under the field 'Art - Required Animation Names', 'alternate' -- that makes it show its alternate form, in this case the egg instead of the phoenix itself.
 

afisakov

You can change this now in User CP.
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actually there is a way to deselect the wisp, or more importantly select the new unit instead.

Code:
Selection - Select (Last created unit) for (Owner of (Triggering unit))

I tried it on ur map and it worked fine, wanted to help with phoenix but am not having much luck.

looks like I was too slow to post, unfortunately the screen does not auto-update.
P.S. the plural of life is "lives", not "lifes", please change your multiboard display
 

avalya

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Well, from what he wrote he wanted to deselect the Wisp, so that's what I posted. :p
 

ZelNaga

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Ok so I have set the 'Art - Required Animation Name' 'alternate' and when I build the phoenix egg tower (Contagion [Poison Race]) it's an egg, but when it attacks it becomes a phoenix and after it's done attacking it turns back into an egg.
 

Raizn

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2
Issue #1: In TGTD 2.3 there is only 31 levels, in my map there are 36. I changed (from what I could find) the trigger that makes you win from 31 to 36, but you still win at level 31.

That would be here:
Trigger:
  • Start Timer
    • Events
      • Player - Player 12 (Brown)'s Food used becomes Equal to 0.00
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • xxLevel Equal to 30
        • Then - Actions
          • Game - Victory Player 1 (Red) (Show dialogs, Show scores)
          • Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
          • Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
          • Skip remaining actions
        • Else - Actions
      • Wait 5.00 seconds
      • Sound - Play GoodJob <gen>
      • Countdown Timer - Start Spawn_Timer as a One-shot timer that will expire in 25.00 seconds
      • Game - Display to (All players) the text: (You are rewarded + ((|cffffcc00 + (String(((xxLevel x 2) + 10)))) + |r gold for completing the round.))
      • Player - Add ((xxLevel x 2) + 10) to Player 1 (Red) Current gold
      • Player - Add ((xxLevel x 2) + 10) to Player 2 (Blue) Current gold
      • Player - Add ((xxLevel x 2) + 10) to Player 3 (Teal) Current gold


Change the XXLevel to the # you want.


Issue #4: I would like at the start of the map to have a selection of how many lives the players want. (Like in Wintermaul One) however all my attempts have failed. For testing purposes I set the variable Lifes to 100.

Could be like this.

Trigger:
  • Life Select
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Dialog - Create a dialog button for Life_Dialog labelled 50 Lifes
      • Set Life_Buttons[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for Life_Dialog labelled XX Lifes
      • Set Life_Buttons[2] = (Last created dialog Button)


Trigger:
  • 50 Lives
    • Events
      • Dialog - A dialog button is clicked for Life_Dialog
    • Conditions
      • (Clicked dialog button) Equal to Life_Buttons[1]
    • Actions
      • Game - Display to (All players) for 25.00 seconds the text: Player 1 Has Chosen 50 Lifes each.
      • Set Lifes[1] = 50
      • Set Lifes[2] = 50
      • Set Lifes[3] = 50
 

ZelNaga

New Member
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That would be here:
Trigger:
  • Life Select
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Dialog - Create a dialog button for Life_Dialog labelled 50 Lifes
      • Set Life_Buttons[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for Life_Dialog labelled XX Lifes
      • Set Life_Buttons[2] = (Last created dialog Button)


Trigger:
  • 50 Lives
    • Events
      • Dialog - A dialog button is clicked for Life_Dialog
    • Conditions
      • (Clicked dialog button) Equal to Life_Buttons[1]
    • Actions
      • Game - Display to (All players) for 25.00 seconds the text: Player 1 Has Chosen 50 Lifes each.
      • Set Lifes[1] = 50
      • Set Lifes[2] = 50
      • Set Lifes[3] = 50


Cannot get this to work.
 

Attachments

  • JDK TD.w3x
    63.5 KB · Views: 168

Raizn

New Member
Reaction score
2
this is the original code from the wintermaul ONE handling the vote:

Trigger:
  • HandledlgLives
    • Events
      • Dialog - A dialog button is clicked for dlgLives
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to dlgBtnLives50
        • Then - Actions
          • Set intLives = 50
          • Trigger - Run CreateSECreepsDialog <gen> (checking conditions)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to dlgBtnLives30
        • Then - Actions
          • Set intLives = 30
          • Trigger - Run CreateSECreepsDialog <gen> (checking conditions)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to dlgBtnLives20
        • Then - Actions
          • Set intLives = 20
          • Trigger - Run CreateSECreepsDialog <gen> (checking conditions)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to dlgBtnLives10
        • Then - Actions
          • Set intLives = 10
          • Trigger - Run CreateSECreepsDialog <gen> (checking conditions)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to dlgBtnLives1
        • Then - Actions
          • Set intLives = 1
          • Trigger - Run CreateSECreepsDialog <gen> (checking conditions)
        • Else - Actions


bye
raizn
 
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