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BattleForums.com Forums > Major Games > Starcraft > Starcraft Maps and Modifications

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Old 06-15-2003, 01:25 AM   #1 (permalink)
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Upgrading Rpg Problem!!!!

Hey all i have sorta a problem that i need help on. Well the thing is that i am making an rpg map for my clan and i am working on the upgrades. If you have ever played the BW rpg Uprising you would know how cool the upgrading system is. Well im using x-tra editor and i have made the upgrading postes to one color (computer) and the way it works is when someone goes up to it the upgrading poste turns to the color of the player who wishes to use it. I have succeeded in doing that. But i dont know how to make it go back to its original state (so everyone else can us it). If you have any idea to how to do this please respond!!!!!:madatu
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Old 06-15-2003, 05:42 AM   #2 (permalink)
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Alright I'm sure you have this trigger down.

-CONDTIONS-
Current player brings 1 <unit> to <Upgrading place>
-ACTIONS-
Give all buildings owned by computer to current player at Upgrading Buildings.
Preserver Trigger

But do you have this trigger down?

-CONDITIONS-
Current player brings 0 <units> to Upgrading place
-ACTIONS-
Give all buildings owned by current player to computer at Upgrading buildings.
Preserver Trigger.

Here's a map that will solve your problems
Attached Files
File Type: zip upgrading buildings.zip (37.9 KB, 3 views)
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Old 06-15-2003, 11:25 AM   #3 (permalink)
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Did you set the triggers right or just go through them and look for the thing that now working
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Old 06-15-2003, 11:37 AM   #4 (permalink)
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I made the triggers and I tried it over BW.
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Old 06-15-2003, 05:53 PM   #5 (permalink)
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Quote:
Originally posted by Master Virus

-CONDITIONS-
Current player brings 0 <units> to Upgrading place
-ACTIONS-
Give all buildings owned by current player to computer at Upgrading buildings.
Preserver Trigger.
I think you shold change the condtions to...
-[Force 1] Brings [exactly zero] [men] to location [upgrade place]
-[Force 1] Brings [at least one] [building] to location [upgrade buildings]

the second condtion is so your trigger will not be constantly fireing when your not there

(This is very important to use the force instead of current player to make this trigger. If not then another player could trigger the condtion giving the buildings back to the computer before the first player even realizes he has it. )
Then after this you look at the triggers you say to your self everything is fine and then you blame the editor over some mysterious bug and kick your door stubbing your toe and ... ill stop

Last edited by Bolt Head; 06-15-2003 at 05:56 PM.
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Old 06-15-2003, 05:57 PM   #6 (permalink)
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Good point bolt

One question: what building are you using for the building that changes color?

Also: you probably should have a second trigger to make sure that when two playesr are at the building it doesn't constantly give it back and forth.
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Old 06-15-2003, 06:29 PM   #7 (permalink)
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he has that in this trigger tass

Quote:
Originally posted by Master Virus

-CONDTIONS-
Current player brings 1 <unit> to <Upgrading place>
-ACTIONS-
Give all buildings owned by computer to current player at Upgrading Buildings.
Preserver Trigger
Since it only gives building owned by the computer player, They have to be given back inorder for another player to receve them
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Old 06-15-2003, 06:39 PM   #8 (permalink)
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Quote:
Originally posted by Bolt Head
I think you shold change the condtions to...
-[Force 1] Brings [exactly zero] [men] to location [upgrade place]
-[Force 1] Brings [at least one] [building] to location [upgrade buildings]

the second condtion is so your trigger will not be constantly fireing when your not there

(This is very important to use the force instead of current player to make this trigger. If not then another player could trigger the condtion giving the buildings back to the computer before the first player even realizes he has it. )
Then after this you look at the triggers you say to your self everything is fine and then you blame the editor over some mysterious bug and kick your door stubbing your toe and ... ill stop
Look at the time I posted that. I was tired. What can you say.
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Old 06-15-2003, 06:41 PM   #9 (permalink)
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lol wow i didn't even realize it showed the time. Im not trying to make fun of you Master im just trying to correct small details
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Old 06-15-2003, 09:51 PM   #10 (permalink)
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HMMMM

Aight well im doing this map with my friend for an award for a tourney but i think my friend figured it out. i also have another question...as i said before the rpg game is slightly similar to uprising. I want to know how to make the optional units you can play with. IF you dont understand what i am asking go and play uprising. You can pick your unit before the actual game starts. Well u dont know if anyone is still checking this thread but please reply!!!!
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Old 06-15-2003, 10:27 PM   #11 (permalink)
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Uprising takes too long to play. Explain more please.
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Old 06-16-2003, 03:05 PM   #12 (permalink)
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do you mean you have becons that allow you to pick your unit or you pick your unit by moving to the right spot on the forces
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Old 06-16-2003, 03:44 PM   #13 (permalink)
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This is what bolt head was asking:

When you start, are there a bunch of beacons with units where you choose the unit? If so you make trigs like this:

Condition:
player brings 1 "chooser" to location "over the one of the beacons"
Actions:
create 1 "unit" at location "middle of town"
remove 1 "chooser" from location "over on of the beacons"

if you don't want more players to choose the unit add this:
add this to the conditions:
player "" brings one beacon to location "over one of the beacons"
add this to the actions:
remove 1 beacon from "over one of the beacons"

if you choose in the forces:

make the force name (for e.g.)
Sorc, Barb, Nec

then in game, give p1 a sorc, p2 a barb, etc.
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Old 06-18-2003, 04:09 PM   #14 (permalink)
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Ya, that would work, i use it all the time!
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Old 06-18-2003, 04:12 PM   #15 (permalink)
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I personaly like the beacon idea more.
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Old 06-18-2003, 04:49 PM   #16 (permalink)
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most people prefer it, and most people prefer not using the 2nd part (having the beacon dissapear so ppl can't choose units more than ocne) so that people have a large choice of units they can use.
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Old 06-18-2003, 10:04 PM   #17 (permalink)
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It depends on the map. I think if each unit has his own role then its neccary to remove the beacons.

I made a map about a year ago that does this ill post it

Well darn the map is too big
here is a link to a section from my webpage the map name is
Mountain Climb http://www.geocities.com/ubolt_head//Maps2.htm

Last edited by Bolt Head; 06-18-2003 at 10:09 PM.
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Old 06-21-2003, 11:36 PM   #18 (permalink)
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aight ill check it out thanks all
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Old 06-23-2003, 12:16 PM   #19 (permalink)
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just do what ever you like, hell, just give the players those buildings at an unreachable place the whole time!
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