View Full Version : Tributes: How to?
the100thballoon
12-21-2005, 7:04 PM
How should I go about allowing players (allies) to trade/transfer resources from one ally to another. I need to use the Big Game Hunters map.
JarquaFelmu
12-21-2005, 11:28 PM
Do you mean in what incriments? or what is the basic set of Triggers that will bring about that effect?
As far as incriments go you could have it send 50 or 100 each time. You could even have special units, one for 50 one for 100 and one for 150 or even 100, 250, and 500.
But however if you were wondering what trigger tree to take this is How you would do it:
Just to point out... you forgot to add an action that will remove these resources from the giving player in that trigger, and I'd suggest to use 'Current Player' instead of 'Player x' so that you can share the trigger with different players.lol, my bad thanks for calling me on it, lol.
Okay here's the revised edition, lol
Condition:
-Current Player has atleast 1,000 Minerals/Gas
-Current Player Brings Exactly 1 Civilian to Give Money
Action:
-Give Exactly 100 Minerals/Gas to Player 2
-Take Exactly 100 Minerals/Gas from Current Player
-Move All Civilian for Current Player to Money Exit
-Preserve Trigger
That right there is a complete give money command and execute, just follow it and all the underlined portions are varibles that staredit will look for. Have fun, and Good Luck!
Just to point out... you forgot to add an action that will remove these resources from the giving player in that trigger, and I'd suggest to use 'Current Player' instead of 'Player x' so that you can share the trigger with different players.
loads_of_fun
12-22-2005, 9:38 AM
I need to use the Big Game Hunters map.well you can do the but it will only work
in UMS, but it still would be like melee just
it wont add to your win/tie/lose score
and dont for get dif beacons for each
person thats gonna get $$$
JarquaFelmu
12-22-2005, 1:26 PM
ya exactly like what load said, your gonna need the beacons for every possible player, but don't worry if they're not playing, if there isn't someone playing for them the beacons will just disappear... now if only we could get the trigger to not execute either...
ya exactly like what load said, your gonna need the beacons for every possible player, but don't worry if they're not playing, if there isn't someone playing for them the beacons will just disappear... now if only we could get the trigger to not execute either...
That's rather easy, so to speak... Have a trigger that recognizes when a player is playing (by having a men in conditions) and that one sets the switch that will allow the beacon triggers to work (in their conditions as well). ;)
That's rather easy, so to speak... Have a trigger that recognizes when a player is playing (by having a men in conditions) and that one sets the switch that will allow the beacon triggers to work (in their conditions as well). ;)
Or, he can just make the beacons owned by the players, and add a 'brings at least one beacon to...' condition to the triggers.
loads_of_fun
12-23-2005, 7:22 AM
just dont make them flight beacons,
they can move, then it would confuse
ppl
Or, he can just make the beacons owned by the players, and add a 'brings at least one beacon to...' condition to the triggers.
*Meh* Show-off. But it'll work too. ;)
vBulletin® v3.7.2, Copyright ©2000-2008, Jelsoft Enterprises Ltd.