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[2017-7-16. : 12:45 am] Larwa -- ok done, and current players in "action" it has to be "current player" not a force in which there are all players right?[2017-7-16. : 12:44 am] Larwa -- Ok I have done literally the same as you done on your screenshot, and If I set the trigger for "current player" on the first stage of making a trigger is it going to be working for all players?[2017-7-16. : 12:37 am] Larwa -- I am not sure if it will be avaiable in X-tra or I just can't find it[2017-7-16. : 12:37 am] Larwa -- ok, and I can't see the trigger for modify the death counter how is the trigger called?[2017-7-16. : 12:35 am] Dem0n -- Just use some unit that can't die in your map like vespene geyser or something[2017-7-16. : 12:35 am] Dem0n -- it's an unused unit. it might only be available in scmdraft now that I think about it[2017-7-16. : 12:33 am] Larwa -- Can I change the current player for The Group of players? Cuz it has to count the mission as done for all players[2017-7-16. : 12:28 am] Larwa -- can you make it and make a screenshot? I would like to see how it exactly looks like and sorry for taking your time[2017-7-16. : 12:26 am] Dem0n -- So if you want to use death counters, let's say a death of 1 Cantina means you're on mission 1. I'd add that a condition to that trigger ("Player has exactly 1 death of Cantina"). Then, at the end of the trigger, set the death of Cantina to 2 for the current player, and then make a new trigger that has the condition "Player has exactly 2 death of Cantina" and do whatever for the actions[2017-7-16. : 12:24 am] Larwa -- It has to look like, when players kill all the things which I set sunkens, lurkers and hatchery and shit the quest will be completed[2017-7-16. : 12:24 am] Larwa -- and can you have a look for the highlighted one? : https://scr.hu/GWG016[2017-7-16. : 12:22 am] Larwa -- ok done, and can I have the same with hydre in the same trigger? but different building has to be destroyed to stop the spawn of hydre?[2017-7-16. : 12:20 am] Dem0n -- Make the condition "Player 7 brings at least 1 hatchery to 'Base 1 Mission'"[2017-7-16. : 12:20 am] Dem0n -- Is the hatchery that you want to be killed in the "Base 1 Mission" location?[2017-7-16. : 12:19 am] Larwa -- I am making it in x-tra cuz the one that we've been talking about are just too advanced for me I hope it will be working[2017-7-16. : 12:15 am] Larwa -- and as long the hatchery lasts on the location the lings will be spawning[2017-7-16. : 12:15 am] Larwa -- Cuz the players have to kill the hatchery which owns computer and then after killing the hatchery by the players the spawn will stop[2017-7-16. : 12:15 am] Dem0n -- But actually if there's a location on top of the hatchery, you can make the condition "player brings at least 1 hatchery to location"[2017-7-16. : 12:14 am] Dem0n -- It'd be for whoever owns the hatchery, which I'm guessing is the computer.[2017-7-16. : 12:13 am] Larwa -- The trigger isn't working the one with death counts on Hatchery, do I have to se the death count on hatchery for player or for computer?[2017-7-16. : 12:10 am] Larwa -- Dem0n do you have team speak? cuz I need help with few triggers and I have some questions[2017-7-16. : 12:07 am] Dem0n -- The first one, yes, but I'm not sure what the second one will actually do since it's a script for a specific campaign mission. Also, you should only run one script per base.[2017-7-16. : 12:06 am] Larwa -- ok, and did I add the right scripts for the computer to eat the minerals, make buildings, unites and send the atack?[2017-7-16. : 12:05 am] Dem0n -- Depends on which scripts you're using, but to give AI to the computer, you only need to do it once[2017-7-16. : 12:03 am] Larwa -- The drones are eatign the minerals, but after few times they are staying on front of hatchery[2017-7-16. : 12:01 am] Dem0n -- So basically just pick a unit that won't get killed in-game (a unit that's not actually used like Cantina works), and then every time a new mission starts, add to the death to signify which mission you're on[2017-7-15. : 11:59 pm] Dem0n -- Well switches can only have 2 possibilities, cleared and set, so you'd have to use a bunch of switches to keep track of which quest you're on. So if you finish the first quest, you could clear switch1 and set switch2, and that would signify that quest 2 has started. But like I said, it's really not the best way to do it[2017-7-15. : 11:58 pm] Moose -- Dem0nDem0n shouted: yeah you could use switches, or death counters. But switches are probably good enough right now. Or just like, bringing the building you have to kill to the place it is LMAO[2017-7-15. : 11:58 pm] Dem0n -- Basically enumerate each quest and translate it to a death of a unit.[2017-7-15. : 11:57 pm] Larwa -- alright nice thank you, and can you show me how the switches work? I think I should know that too |