So, I've read both those tutorials about the ammunition and I don't get how it will reload. I understand the mineral is the bullet and gas is the clip, but how do you make it so you cannot fire while you are reloading?
Or is it if you kill 1 unit and it has to subtract 1 mineral and if their are no minerals it cannot kill?
Thanks
None.
Hmm, the thing is, usually the reloading is so fast that it doesn't cause too much trouble, however, if you want it to take a while, you could make all his enemies his allies while reloading, so he doesn't attack..
None.

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
1. player has exactly 0 minerals -> set alliance status and allie his enemy players all the time (-> you can't shot your old/real enemies)
2. player has at least 1 mineral -> set real enemies to enemy (you automatically attack your enemies)
3. player has exactly 0 minerals, but he has at least 1 gas -> subtract 1 gas, add minerals after finishing reloading (use a deathcount timer for this: set dc to 40, play sound, subtract 1 gas + subtract 1 dc per trigger cycle (=all the time) + add ore when timer reaches 1)
4. hypertriggers are needed.
I would have made them ally but thy are already allied because it is a sniping part in my game. I played a game called Area 51 SE and they had a crazy reload system. I don't know if they used mods.
None.
Set a switch or DC to On or 1, and if its On or 1, display "You're reloading, please wait" Or play a sound like a gun click, instead of the normal trigger.
But on other trigger, if its off or 0, just fire the gun normally.
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Sure I didn't pop off on SCBW like I wanted to, but I won VRChat. Map maker for life.

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
They didn't use mods. It's a quite simple system, if you know how to disable the attacks.
Solution:
Trigger1:
you got no bullets/minerals
-> set player's alliance status to friendly (it's important that this happens EVERY TRIGGER CYCLE YOU GOT NO BULLETS OR ELSE YOU WILL STILL BE ABLE TO KILL + hypertriggers needed)
Trigger 2:
You got an enemy (foes brings at least 1 any unit to anywhere / foes commands at least 1 unit)
-> set player's alliance status to friendly.
Trigger 1 disables shoting while reloading (time u got 0 Minerals). Trigger 2 just reallies, if you got enemies.
If you don't understand it, I will build a short example map. Just say it.
I think it's funny how you asked if he used mods, because that's actually very basic on terms of some of us.
Just make a switch so when they're out of ammo the allied trigger is preserved (And therefor even manual targeting won't work.) I think that's how you do it.

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
If you are allied you can still target manually,
but if you execute the ally trigger
all the time the targeting will get screwed up. You still see the shot animation, but the bullet will miss.
If you're unhappy with seeing this animation you could give the unit to neutral for the duration of the reloading and back after.
But that would deselect, so I recommend the allying method.
Im fairly sure he said hes using a SNIPING system which means you have to aim shots to begin with, but didnt know how to prevent players from firing (Trigger based) after the clip went dry.
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@RineyCat on Twitter
Sure I didn't pop off on SCBW like I wanted to, but I won VRChat. Map maker for life.
Trigger one:
Conditions:
Foes command at least one [any unit].
Actions:
Set alliance status for Foes to Allied.
Preserve trigger.
Trigger Two:
Conditions:
Current player acumulates exactly 0 Ore.
Actions:
Set alliance status for Foes: Set to Allied.
Preserve trigger.
Trigger Three:
Conditions:
Current player accumulates exactly 0 ore.
Current player accumulates at least one Gas.
Actions:
Modify resource amounts for current player: Subtract one Gas.
Modify deaths for current player: Set to <x> for Start Location.
Preserve trigger.
Trigger Four:
Conditions:
Current player has suffered exactly one deaths of Start Location.
Actions:
Modify resource amounts for Current Player: Add <y> Ore.
Preserve Trigger.
Trigger Five:
Conditons:
Current player has suffered at least one deaths of Start Location.
Actions:
Modify deaths for Current Player: Subtract 1 for Start Location.
Preserve Trigger.
Just add the triggers for subtracting minerals based on kill score and that should do it. <x> and <y> are up to you to decide. (You don't have to use Start Location DCs, any unused unit will work.)
Anyone see anything wrong with these triggers? (Besides the syntax, I know I got that wrong, especially in Set alliance state.)
EDIT: Thanks Ahli and NudeRaider for fixing my noobish errors.
Post has been edited 2 time(s), last time on Oct 15 2008, 11:24 pm by TassadarZeratul.

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Quote from name:TassadarZeratul
Trigger one:
Conditions:
Opponents command at least one [any unit].
Actions:
Set alliance status for Opponents to Allied.
Preserve trigger.
Trigger Two:
Conditions:
Current player acumulates exactly 0 Ore.
Actions:
Set alliance status for Opponents: Set to Allied.
Preserve trigger.
Trigger Three:
Conditions:
Current player accumulates exactly 0 ore.
Current player accumulater at least one Gas.
Actions:
Set alliance status for Opponents to Allied.
Modify resource amounts for current player: Subtract one Gas.
Modify deaths for current player: Set to <x> for Start Location.
Preserve trigger.
Trigger Four:
Conditions:
Current player has suffered exactly one deaths of Start Location.
Actions:
Modify resource amounts for Current Player: Add <y> Ore.
Preserve Trigger.
Trigger Five:
Conditons:
Current player has suffered at least one deaths of Start Location.
Actions:
Modify deaths for Current Player: Subtract 1 for Start Location.
Preserve Trigger.
useless action ;P
the rest is fine.
If you're unhappy with seeing this animation you could give the unit to neutral for the duration of the reloading and back after.
I'd say this actually looks better, as it's like he's trying to shoot but can't because he's out of ammo
None.

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
Quote from name:TassadarZeratul
Trigger one:
Conditions:
Opponents Foes command at least one [any unit].
Actions:
Set alliance status for Opponents Foes to Allied.
Preserve trigger.
There's a little, but important inconsistency in your triggers. You always use the term Opponents. This sometimes has to be 'Foes' (The term that ScmDraft uses) and sometimes you have to to replace it with the individual enemy players or their force(s) (=Opponents).
Note, that the first correction is necessary for it to work, whereas the 2nd is just more efficient.
Thanks everyone I think I have it figured out. This is my first
real map I've made and I want it to be perfect. Thanks again I'll post if I need any other help.
None.

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
Glad we could help. You're welcome to do so. Good luck!