- Sunny_DLTG
- Posts : 1653
Réputation : 3
Regist Date : 2006-02-04
a multiple choice "select difficulty" trigger --[S
Thu 23 Feb 2006, 15:17
this two triggers give the red player the ability to select a difficulty. The first trigger "Handycap start" detects if player red played by a user, and creates the dialog buttons for him. and if red would be not used, then difficulty isnt changed and all stays on normal difficulty...
the second trigger detects what difficulty button the player has choosen and reedits all units health points....
hehe, and the trigger for my save/load system i would say i dont post in public... or otherwise all would be able to cheat in my map ^^ . but if u still need info or help about that u can pm me of course.
- Code:
Trigger 1: Dialog Handycap start
Events
Time - Elapsed game time is 1.00 seconds
Conditions
And - All (Conditions) are true
Conditions
(Player 1 (Red) controller) Equal to User
(Player 1 (Red) slot status) Equal to Is playing
Actions
Dialog - Change the title of DifficultyDialog to Select Difficulty
Dialog - Create a dialog button for DifficultyDialog labelled Easy
Set DifficultyDialogButtonArray[1] = (Last created dialog Button)
Dialog - Create a dialog button for DifficultyDialog labelled Normal
Set DifficultyDialogButtonArray[2] = (Last created dialog Button)
Dialog - Create a dialog button for DifficultyDialog labelled Hard
Set DifficultyDialogButtonArray[3] = (Last created dialog Button)
Dialog - Create a dialog button for DifficultyDialog labelled Insane
Set DifficultyDialogButtonArray[4] = (Last created dialog Button)
Wait 0.10 seconds
Dialog - Show DifficultyDialog for Player 1 (Red)
the second trigger detects what difficulty button the player has choosen and reedits all units health points....
- Code:
Trigger 2: Difficulty
Events
Dialog - A dialog button is clicked for DifficultyDialog
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DifficultyDialogButtonArray[1]
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CountPlayersStarted Less than or equal to 5
Then - Actions
Player - Set Player 11 (Dark Green) handicap to 85.00%
Player - Set Player 12 (Brown) handicap to 85.00%
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Hero - Make (Player((Integer A))) Heroes gain 11.00% experience from future kills
Player - Set (Player((Integer A))) handicap to 115.00%
Else - Actions
Player - Set Player 11 (Dark Green) handicap to 90.00%
Player - Set Player 12 (Brown) handicap to 90.00%
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Hero - Make (Player((Integer A))) Heroes gain 10.00% experience from future kills
Player - Set (Player((Integer A))) handicap to 110.00%
Game - Display to (All players) the text: Game Difficulty was...
Trigger - Turn off Dialog Handycap start <gen>
Trigger - Destroy Dialog Handycap start <gen>
Trigger - Turn off (This trigger)
Trigger - Destroy (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DifficultyDialogButtonArray[2]
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CountPlayersStarted Less than or equal to 5
Then - Actions
Player - Set Player 11 (Dark Green) handicap to 95.00%
Player - Set Player 12 (Brown) handicap to 95.00%
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Hero - Make (Player((Integer A))) Heroes gain 13.00% experience from future kills
Player - Set (Player((Integer A))) handicap to 105.00%
Else - Actions
Player - Set Player 11 (Dark Green) handicap to 100.00%
Player - Set Player 12 (Brown) handicap to 100.00%
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Hero - Make (Player((Integer A))) Heroes gain 12.00% experience from future kills
Player - Set (Player((Integer A))) handicap to 100.00%
Game - Display to (All players) the text: Game Difficulty was...
Trigger - Turn off Dialog Handycap start <gen>
Trigger - Destroy Dialog Handycap start <gen>
Trigger - Turn off (This trigger)
Trigger - Destroy (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DifficultyDialogButtonArray[3]
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CountPlayersStarted Less than or equal to 5
Then - Actions
Player - Set Player 11 (Dark Green) handicap to 105.00%
Player - Set Player 12 (Brown) handicap to 105.00%
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Hero - Make (Player((Integer A))) Heroes gain 16.00% experience from future kills
Player - Set (Player((Integer A))) handicap to 95.00%
Else - Actions
Player - Set Player 11 (Dark Green) handicap to 110.00%
Player - Set Player 12 (Brown) handicap to 110.00%
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Hero - Make (Player((Integer A))) Heroes gain 15.00% experience from future kills
Player - Set (Player((Integer A))) handicap to 90.00%
Game - Display to (All players) the text: Game Difficulty was...
Trigger - Turn off Dialog Handycap start <gen>
Trigger - Destroy Dialog Handycap start <gen>
Trigger - Turn off (This trigger)
Trigger - Destroy (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DifficultyDialogButtonArray[4]
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CountPlayersStarted Less than or equal to 5
Then - Actions
Player - Set Player 11 (Dark Green) handicap to 115.00%
Player - Set Player 12 (Brown) handicap to 115.00%
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Hero - Make (Player((Integer A))) Heroes gain 19.00% experience from future kills
Player - Set (Player((Integer A))) handicap to 85.00%
Else - Actions
Player - Set Player 11 (Dark Green) handicap to 120.00%
Player - Set Player 12 (Brown) handicap to 120.00%
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Hero - Make (Player((Integer A))) Heroes gain 18.00% experience from future kills
Player - Set (Player((Integer A))) handicap to 80.00%
Game - Display to (All players) the text: Game Difficulty was...
Trigger - Turn off Dialog Handycap start <gen>
Trigger - Destroy Dialog Handycap start <gen>
Trigger - Turn off (This trigger)
Trigger - Destroy (This trigger)
Else - Actions
hehe, and the trigger for my save/load system i would say i dont post in public... or otherwise all would be able to cheat in my map ^^ . but if u still need info or help about that u can pm me of course.
- Asgard_RagnaCOL
- Posts : 750
Réputation : 7
Regist Date : 2006-01-20
Re: a multiple choice "select difficulty" trigger --[S
Thu 23 Feb 2006, 15:36
Well i can post a save/load system if ya want i dont use it
Just say it
Just say it
- Sunny_DLTG
- Posts : 1653
Réputation : 3
Regist Date : 2006-02-04
Re: a multiple choice "select difficulty" trigger --[S
Thu 23 Feb 2006, 16:14
yes, good idea. if u dont use the trigger post it. i want see too how u made yours.
Re: a multiple choice "select difficulty" trigger --[S
Sat 03 Feb 2007, 09:25
can this be shorter? Lol
- Sunny_DLTG
- Posts : 1653
Réputation : 3
Regist Date : 2006-02-04
Re: a multiple choice "select difficulty" trigger --[S
Sun 04 Feb 2007, 05:24
o.0 didnt know that i posted that once... then i realized it is already a year old ^^ . maybe it could be triggered more compact, ye. didnt check lately
Re: a multiple choice "select difficulty" trigger --[S
Sun 04 Feb 2007, 10:49
Well i think it looks verry long, but then Im not so good at triggers
Re: a multiple choice "select difficulty" trigger --[S
Sun 04 Feb 2007, 21:10
Im a med triggerer. Med spell maker. Pro unit maker. n00b balancer. n00b terrainer. Lol. Cept i have a zombie map that has TONS of triggers i added.
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