Upgrade Centers
Nov 24 2008, 10:22 am
By: liver  

Nov 24 2008, 10:22 am liver Post #1



Okay, I'm making a hero arena style game, with 2 forces and a third for the 2 computers. We'll my question is, I can make a trigger to where the heros upgrade by moving their units onto the upgrade beacon, but problem is, when they get off the beacon, they still own the building, how can I fix this? my trigger looks like this:
Trigger("Force 1"){
Conditions:
Bring("Current Player", "Men", "upgrade protoss 1", At least, 1);
Switch("Upgrade", not set);

Actions:
Give Units to Player("All players", "Current Player", "Buildings", All, "upgrade protoss center 1");
Preserve Trigger();
Comment("Upgrade Begin");
Set Switch("Upgrade", set);
}



None.

Nov 24 2008, 10:50 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Trigger("Force 1"){
Conditions:
Bring("Current Player", "Men", "upgrade protoss 1", Exactly, 0);
Switch("Upgrade", set);

Actions:
Give Units to Player("Current Player", "Whatever player you want to have owning it", "Buildings", All, "upgrade protoss center 1");
Preserve Trigger();
Comment("Upgrade Begin");
Set Switch("Upgrade", not set);
}
You need a trigger to give the building back. The switches are pointless, unless you are using them in some other trigger. In fact they'll make it so if two people go onto the beacon, one of them can't use it until the other one leaves and that person leaves then gets back on. I'd highly recommend you also change it from "all players" to "whatever player you want to have owning it" when it's not in use. That way, you won't have people walking up on it and then interrupting the player's upgrades.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Nov 24 2008, 12:18 pm liver Post #3



such as giving it to a neutral player when the current player is done upgrading? ie. give back to computer 7?



None.

Nov 24 2008, 12:31 pm Vi3t-X Post #4



When the player gets off the beacon, you give the buildings back to whatever player who originally owned it. In this case, Player 7.



None.

Nov 24 2008, 1:08 pm Falkoner Post #5



In the conditions you may want to add that the computer player owns a building there, so they can't steal the upgrade buildings from eachother.



None.

Nov 24 2008, 1:49 pm NudeRaider Post #6

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

To summarize, this is the most simple and usable way to do it:

Preplace all the upgrade buildings for neutral, P9-11 or to a spare computer player. Depends on what other uses you have for those players. Any will work. I will use Neutral in my example.
Trigger 1: Grab the buildings
Player Force
Conditions:

Current Player brings at least 1 [men] to 'upgrade protoss'
Actions:
Give all [buildings] owned by Neutral at 'upgrade protoss center' to Current Player
preserve trigger

This will automatically prevent stealing the buildings as only Buildings owned by Neutral will be given.

Trigger 2: Give the buildings back (using Neutral)
Player Force
Conditions:

Current Player brings at most 0 [men] to 'upgrade protoss'
Actions:
Give all [buildings] owned by Current Player at 'upgrade protoss center' to Neutral
preserve trigger

If you don't use Neutral (but lets say P8) you need to rewrite this trigger a little to deal with leavers while upgrading:
Trigger 2: Give the buildings back (using P8)
P8
Conditions:

Player Force brings at most 0 [men] to 'upgrade protoss'
Actions:
Give all [buildings] owned by All players at 'upgrade protoss center' to P8
preserve trigger

Post has been edited 1 time(s), last time on Nov 24 2008, 1:54 pm by NudeRaider.




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[10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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