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Subz
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YouTD - Page 2 Empty
PostSubject: Re: YouTD   YouTD - Page 2 EmptySun Aug 07, 2011 3:04 am

Glorn, check this thread out, I'm named "WNxJormungand" there, I have my problem explained a little more clearly.

http://warriornation.net/Forum/showthread.php?p=1319094963#post1319094963
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Subz
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PostSubject: Re: YouTD   YouTD - Page 2 EmptySun Aug 07, 2011 7:34 am

Nevermind!

After COUNTLESS hours, I got it to work. It took a fuck load of coding, but it's working. It's a crude system, but it's abuse-proof and that's what matters. Now it's time to add in difficulty settings and modify the tech trees!

Woohoo!
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Glorn2
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PostSubject: Re: YouTD   YouTD - Page 2 EmptySun Aug 07, 2011 10:32 am

for your win loss, shouldnt it be:

Event:
- A Unit is killed
Conditions:
- AND
- - Triggering unit is a building equal to true
- - Number of units owned by (owner of triggering unit) Matching (unit type equal to building) less than or equal to 0
Action:
- Defeat (owner of triggering unit)
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fmdragon
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PostSubject: Re: YouTD   YouTD - Page 2 EmptySun Aug 07, 2011 7:05 pm

im wannting to get to editing maps to make some but i dont got the system software to work it or much less know where to get it and all..the games i like to try to make are tower defence games like take bow td make it longer more towers better upgrade ect.

one problem is no laptop to work with, two no system ware to use, three i dont know where to begian much less how to make the creeps run the path i make.

ant tips on this will greatly accepted and i would need a lot of help.
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Shankz
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PostSubject: Re: YouTD   YouTD - Page 2 EmptyMon Aug 08, 2011 1:30 am

The Helper

World Edit Tutorials

The Hive Workshop


^- Those 3 sites are pretty much where i learned everything i know about wc3 WE, Not to mention toying with WE myself..

As for system ware? Wc3 WE is automatically installed when u install Wc3... U dont need to download anything for it.(Unless u want custom models and shit)
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Subz
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PostSubject: Re: YouTD   YouTD - Page 2 EmptyMon Aug 08, 2011 4:13 am

Glorn2 wrote:
for your win loss, shouldnt it be:

Event:
- A Unit is killed
Conditions:
- AND
- - Triggering unit is a building equal to true
- - Number of units owned by (owner of triggering unit) Matching (unit type equal to building) less than or equal to 0
Action:
- Defeat (owner of triggering unit)

I'll try it out, hopefully it works.

EDIT: "unit is building" doesn't exist, however, trigger unit is alive works.

So, I guess it works.

Here's my script:

Code:
//--------------------------------------------------------------------------------------------------
// Trigger: Win
//--------------------------------------------------------------------------------------------------
bool gt_Win_Func (bool testConds, bool runActions) {
    // Conditions
    if (testConds) {
        if (!(((UnitTypeTestAttribute(UnitGetType(RegionGetAttachUnit(RegionFromId(1))), c_unitAttributeStructure) == true) && (UnitIsAlive(EventUnit()) == true)))) {
            return false;
        }
    }

    // Actions
    if (!runActions) {
        return true;
    }

    GameOver(PlayerGroupCount(PlayerGroupAlliance(c_playerGroupEnemy, 4)), c_gameOverVictory, true, true);
    return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Win_Init () {
    gt_Win = TriggerCreate("gt_Win_Func");
    TriggerAddEventTimeElapsed(gt_Win, 1800.0, c_timeReal);
}

Code:
//--------------------------------------------------------------------------------------------------
// Trigger: Lose
//--------------------------------------------------------------------------------------------------
bool gt_Lose_Func (bool testConds, bool runActions) {
    // Conditions
    if (testConds) {
        if (!(((UnitTypeTestAttribute(UnitGetType(RegionGetAttachUnit(RegionFromId(1))), c_unitAttributeStructure) == true) && (UnitIsAlive(RegionGetAttachUnit(RegionFromId(1))) == false)))) {
            return false;
        }
    }

    // Actions
    if (!runActions) {
        return true;
    }

    GameOver(PlayerGroupCount(PlayerGroupAlliance(c_playerGroupEnemy, 4)), c_gameOverDefeat, true, true);
    return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Lose_Init () {
    gt_Lose = TriggerCreate("gt_Lose_Func");
    TriggerAddEventTimeElapsed(gt_Lose, 1799.9, c_timeReal);
}


Last edited by Subz on Mon Aug 08, 2011 4:48 am; edited 1 time in total (Reason for editing : Tested.)
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Glorn2
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PostSubject: Re: YouTD   YouTD - Page 2 EmptyMon Aug 08, 2011 7:08 am

essentially your trigger says:
if a unit dies, then if it is dead, continue actions.

There has gotta be a condition to check unit types. Not status of a unit, but unit type. Even classic SC has the condition. If it doesnt say building, it might be structure?
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Subz
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PostSubject: Re: YouTD   YouTD - Page 2 EmptyMon Aug 08, 2011 7:36 am

I tried, I searched EVERYWHERE!!!1!

I used the search feature in it now and couldn't find shit. SC1 had A LOT simpler triggers. Look at my AI targetting code:

Code:

//--------------------------------------------------------------------------------------------------
// Trigger: Order
//--------------------------------------------------------------------------------------------------
bool gt_Order_Func (bool testConds, bool runActions) {
    // Actions
    if (!runActions) {
        return true;
    }

    UnitGroupLoopBegin(UnitGroup(null, 4, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
    while (!UnitGroupLoopDone()) {
        UnitIssueOrder(UnitGroupLoopCurrent(), OrderTargetingPoint(AbilityCommand("attack", 0), UnitGetPosition(libNtve_gf_ClosestUnitToPoint(UnitGetPosition(UnitGroupLoopCurrent()), UnitGroup(null, c_playerAny, RegionEntireMap(), UnitFilter((1 << c_targetFilterStructure), 0, (1 << c_targetFilterMissile) | (1 << c_targetFilterItem), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32)) | (1 << (c_targetFilterInvulnerable - 32))), 0)))), c_orderQueueReplace);
        UnitGroupLoopStep();
    }
    UnitGroupLoopEnd();
    return true;
}

Took me forever to figure that one out. In SC1 it was as simple as:

Condition - Always.
Action - Set AI to Suicide.

Done.

SC2's editor is both confusing and missing a lot of really simple things that would GREATLY improve the process of making simple triggers.
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fmdragon
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PostSubject: Re: YouTD   YouTD - Page 2 EmptyTue Aug 09, 2011 7:53 am

wow thats a lot of info to sort and figure out. i think im not ready to edit maps and all........there goes my main job line. was hoppen to get game editer or creator. but i think i stick with alpha testing for now.
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Subz
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PostSubject: Re: YouTD   YouTD - Page 2 EmptyTue Aug 09, 2011 4:41 pm

fmdragon wrote:
wow thats a lot of info to sort and figure out. i think im not ready to edit maps and all........there goes my main job line. was hoppen to get game editer or creator. but i think i stick with alpha testing for now.

It looks intimidating, but after a while it's easy.
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Shankz
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YouTD - Page 2 Empty
PostSubject: Re: YouTD   YouTD - Page 2 EmptyTue Aug 09, 2011 4:58 pm

fmdragon wrote:
wow thats a lot of info to sort and figure out. i think im not ready to edit maps and all........there goes my main job line. was hoppen to get game editer or creator. but i think i stick with alpha testing for now.


Its rlly not as bad as you think..Anyone can edit. It just takes time to learn. And most popular games are protected. Meaning you cant just go and edit them..
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Glorn2
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YouTD - Page 2 Empty
PostSubject: Re: YouTD   YouTD - Page 2 EmptyTue Aug 09, 2011 7:23 pm

fmdragon wrote:
wow thats a lot of info to sort and figure out. i think im not ready to edit maps and all........there goes my main job line. was hoppen to get game editer or creator. but i think i stick with alpha testing for now.

Editing is like learning anything else; your knowledge base is always increasing.

The major difference between testing and editing, is that testing is playing games. It is fun. Saying "you should make a guy who does this" is nothing at all like actually doing it. Doing it is like writing a paper comparing the fiscal policies of Canada and Iceland. there is nothing fun about it; just 5 pages of text you care nothing about.
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Subz
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PostSubject: Re: YouTD   YouTD - Page 2 EmptyWed Aug 10, 2011 12:28 am

Glorn2 wrote:
fmdragon wrote:
wow thats a lot of info to sort and figure out. i think im not ready to edit maps and all........there goes my main job line. was hoppen to get game editer or creator. but i think i stick with alpha testing for now.

Editing is like learning anything else; your knowledge base is always increasing.

The major difference between testing and editing, is that testing is playing games. It is fun. Saying "you should make a guy who does this" is nothing at all like actually doing it. Doing it is like writing a paper comparing the fiscal policies of Canada and Iceland. there is nothing fun about it; just 5 pages of text you care nothing about.

Exactly.

I get a kick out of people asking me to "Do this" or "Do that" in my Oblivion mods, it's like "Why don't you?", lol.

Oh, and Glorn, that RPG map?
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Glorn2
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PostSubject: Re: YouTD   YouTD - Page 2 EmptyWed Aug 10, 2011 7:09 am

I will be home tonight for a solid 6 hours, before a 5 day hike. Send me a PM as a reminder, and I will get it for you. I dont have it on this PC.
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