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View Full Version : [Support] Startup Text/Team X Wins When you get X amoount of kills.



ScreenShotx
12-21-2010, 06:28 AM
Hey :D, well i got 2 questions...I'm new to the editor but I'm learning gradually..

1: How do i make so when you get into my map there will be a startup message like "Welcome To my Map, please don't do drugs"

^ I think that will explain what i want... :P

(I tried going on the tutorial map, opening the stringtables...but..im to dumb to figure it out..)

My second question is a bit harder...

In my map, i want to make X team win after they get X amounts of kills...I have tried to figure how to make it like this...Oloko told me that i can make Aura on the main base bulding and make it lose/get charges on hero death...but..I'm to confused....

^ I'm going to start to learn somewhat the basics of scripting...so i can actually try to do this myself...but if anyone know how to mind helping me :3 :P

Thnx alot for reading.

Oloko
12-21-2010, 12:18 PM
Hey :D, well i got 2 questions...I'm new to the editor but I'm learning gradually..

1: How do i make so when you get into my map there will be a startup message like "Welcome To my Map, please don't do drugs"

^ I think that will explain what i want... :P

(I tried going on the tutorial map, opening the stringtables...but..im to dumb to figure it out..)

My second question is a bit harder...

In my map, i want to make X team win after they get X amounts of kills...I have tried to figure how to make it like this...Oloko told me that i can make Aura on the main base bulding and make it lose/get charges on hero death...but..I'm to confused....

^ I'm going to start to learn somewhat the basics of scripting...so i can actually try to do this myself...but if anyone know how to mind helping me :3 :P

Thnx alot for reading.

To display a message to the chat, I think you will need UI mod, that's how they do it in the tutorial.
Last time I tried custom UI only seemed to work in the tutorial map, but maybe they changed it since then.

For your victory condition, this is how I would do it:


<ability
name="Ability_Glyph_Legion"

statuseffecttooltip=""
icon="icons/goodicon.tga"

maxlevel="1"
baselevel="1"

actiontype="passive"
passiveeffect="ability.effect"

maxcharges="25"
initialcharges="0"
>

<onspawn>
<setcharges target="this_entity" a="0" />
</onspawn>

<onframe>
<condition test="charges == 25">
<kill target="source_entity"/>
</condition>
</onframe>

<aura state="State_Loose_Life" radius="999999" effecttype="Buff" targetscheme="ally_heroes" />
</ability>

And the the aura state:


<state
name="State_Loose_Life"


icon="icon.tga"
ishidden="true"
passiveeffect="effects/state.effect"
>

<onkilled>
<addcharges entity="this_spawner_entity" a="1"/>
</onkilled>
</state>

The basic idea here is that your glyph ability is now an ability that will count the number of death of your team. That means, each time someone in your team dies, the glyph ability will gain one charge. At 25 charges, the main base will be killed by the glyph ability, making you loose the game.
You only have to add this to your map, and put an invisible main base in your map.

ScreenShotx
12-21-2010, 06:20 PM
To display a message to the chat, I think you will need UI mod, that's how they do it in the tutorial.
Last time I tried custom UI only seemed to work in the tutorial map, but maybe they changed it since then.

For your victory condition, this is how I would do it:


<ability
name="Ability_Glyph_Legion"

statuseffecttooltip=""
icon="icons/goodicon.tga"

maxlevel="1"
baselevel="1"

actiontype="passive"
passiveeffect="ability.effect"

maxcharges="25"
initialcharges="0"
>

<onspawn>
<setcharges target="this_entity" a="0" />
</onspawn>

<onframe>
<condition test="charges == 25">
<kill target="source_entity"/>
</condition>
</onframe>

<aura state="State_Loose_Life" radius="999999" effecttype="Buff" targetscheme="ally_heroes" />
</ability>

And the the aura state:


<state
name="State_Loose_Life"


icon="icon.tga"
ishidden="true"
passiveeffect="effects/state.effect"
>

<onkilled>
<addcharges entity="this_spawner_entity" a="1"/>
</onkilled>
</state>

The basic idea here is that your glyph ability is now an ability that will count the number of death of your team. That means, each time someone in your team dies, the glyph ability will gain one charge. At 25 charges, the main base will be killed by the glyph ability, making you loose the game.
You only have to add this to your map, and put an invisible main base in your map.

Dude.. i love you so much! You have helped me countless times now :D, Really appreciate it ! +99999 coins for u my friend.

iaznaB
12-26-2010, 06:35 AM
Can't u use the tutorial ? In the tutorial the camera moves by itself showing what u have to do and text appears on screen in a box instead of the chat. That should help u pretty much.

Silv3ri
12-26-2010, 07:06 AM
To display a message to the chat, I think you will need UI mod, that's how they do it in the tutorial.
Last time I tried custom UI only seemed to work in the tutorial map, but maybe they changed it since then.
It seems like it might be possible that maps can have all their own resources like different heroes, items, buildings, game mechanics and user interfaces. It would be awesome if someone knowledgeable (*hint* *hint*) could summarize what's possible and how to do it (either in a post or maybe on the honwiki (http://honwiki.net/)), although I do realize a lot of the information can be gained by looking at S2's previous games, and by using lots of experimentation (but if somebody else has already gone to the trouble of learning everything...).

In fact, if all of that is true, then it seems like a lot of awesome things could be possible, although they would then require knowledge in creating heroes, scripting interfaces and all the map making stuff. Which is basically modding the whole game!

zajoman
01-16-2011, 12:41 PM
It seems like it might be possible that maps can have all their own resources like different heroes, items, buildings, game mechanics and user interfaces. It would be awesome if someone knowledgeable (*hint* *hint*) could summarize what's possible and how to do it (either in a post or maybe on the honwiki (http://honwiki.net/)), although I do realize a lot of the information can be gained by looking at S2's previous games, and by using lots of experimentation (but if somebody else has already gone to the trouble of learning everything...).

In fact, if all of that is true, then it seems like a lot of awesome things could be possible, although they would then require knowledge in creating heroes, scripting interfaces and all the map making stuff. Which is basically modding the whole game!

The problem is not in gaining that knowledge, but in writing it down for other people in an understandable way. I'm writing a script reference with all variables, callbacks, modifiers, relationships between entities, etc., but for now, only for myself so I will not have to reeducate if I had a pause or something. If it ever gets large and readable enough, I will definitely post it.

By the way, yes, you can include anything with your map, new heroes, items, ... whatever, but without SDK no total conversions are possible. You still need to think inside the box for now.

Hax
01-16-2011, 08:28 PM
Dude.. i love you so much! You have helped me countless times now :D, Really appreciate it ! +99999 coins for u my friend.

He's a silent gaurdian. A watchful protector. A dark knight. :dark:

I'm looking forward to whatever people can dish up with. I do find the lack of building-gui's (like that of WcIII) and multiplayer map sharing/testing disappointing..

emKill
01-17-2011, 02:53 AM
there is a posibility to test the maps in multiplayer (at least in theory), but i wont divulge it for obvious reasons

zajoman
01-17-2011, 05:36 AM
there is a posibility to test the maps in multiplayer (at least in theory), but i wont divulge it for obvious reasons

Talking about unofficial servers, right?

emKill
01-17-2011, 06:24 AM
Talking about unofficial servers, right?
Not realy, it depends on morality, if you have the game, and only want to test, but its not about the private servers, its more intimate and personal than that.

FlameStick
01-17-2011, 06:32 AM
Not realy, it depends on morality, if you have the game, and only want to test, but its not about the private servers, its more intimate and personal than that.

do tell

emKill
01-17-2011, 06:46 AM
lo**l ***a clients.. hope i wont get a warning :))

Gonna test some maps to see if they work when i get home. will update after.

Update: well i managed to start a server with Havenwood, But with bublewards it gave an error, so probably it depends on the amount of scripting that is specific to the current engine version

emKill
01-19-2011, 02:40 PM
file:///C:/Users/1/AppData/Local/Temp/moz-screenshot.pnghttp://img64.imageshack.us/img64/5642/shot0202c.jpg
http://img141.imageshack.us/img141/5513/shot0203.jpg

OrehRuoy
01-19-2011, 04:07 PM
People say of playing them lan... can you connect to people lan but just not over the net? If this is the case I see what your doing and wont talk more about it

zajoman
01-19-2011, 04:11 PM
I have no frigging idea what you guys are talking about. PM me if you can.