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Troopers Vs Zombies
Topic Started: Apr 11 2008, 02:29 PM (1,057 Views)
0chspelar
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Grammar Nazi
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Current Version: Troopers Vs Zombies Beta 0.4b
Version in Progress: Troopers Vs Zombies Beta 0.5 will most likely be few fixes, and possible respawn system.


All Credit goes to Awakening for triggers where noted. He rules.

Download at: Now working, report if a link is broken, please.
Rapidshare Mirror 1:Click to Download
Filefront Mirror 2: Click to Download
Epicwar Mirror 3: Epic War Uploads are down at the moment.

Game is meant to be played full. Balancing is geared toward a full game, 9 troopers, 3 zombies. zombies are weak in a 1v3 game.

I've started making my own Troopers vs Zombies map. The other versions out right now aren't perfect and are rarely updated. Its like a mix of vamp/island defense. I like playing the game but I can think of so many improvements.

------------------------------------------------------------------------------------------
Beta Testers: (Max 8 to 12)
Me (0chspelar)
Crism
Wall(E)
Alkix


Beta testing will be limited to my friends, and only new versions with huge amounts of updates or balances will be heavily tested. Maps given to testers will be protected, and should not be hosted online, they are for private testing only, The final released product however can be hosted online.
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Rejected Ideas:
-Making the woodsman and lumberjacks able to suicide. Its dumb, zombies would never level up. If you don't want zombies to get fed, get some skill and keep them out of your base, or kill them yourself with your builder/towers. They can damage your woodsmen.
- Making humans who die from zombie, become mini zombies, aka a rip off of vampfire. For one its extremely time consuming to implement this. Two there's no reason, a zombie is a zombie, they want your brains, nothing different. plus zombies can be purified back into humans.
- base claim system , maybe. I figure a Votekick will work better, if someone's being a dick.
-Create a -test mode for easier testing, like Dota, eg, gold xx lumber xx lvlup xx etc Testing seems to be easy enough that a trigger for this is not needed.
--------------------------------------------------------------------------------------
To Do / Idea List:

Triggers:
-Anti Ally attack also needs condition so owners can't kill their architect.
- need a kick afk trigger or vote kick (possibly)
-space out human(trooper) spawn points, melee triggers, at the beginning of the game people stuck in the middle have to blink out if other humans are slow in moving out of the way., spaced them, now they're crooked, need to fix. I think a spawn trigger is messing it up.
-better revive system (current system I've seen is 2000g which is fairly hard to get and most zombies leave because they think they're dead forever. Might make it visible by having them go off into a corner box when they die, as a wisp, like rnr and have them go to portal to revive for a certain price, a small price with incremental price raising each time they die) ( named use black magic to revive)
-covert triggers from gui to jass common.j - converted, but still some leaks, and more triggers to be added.
-leaderboard , with time clock..
leaderboard will say players name and either Trooper or Zombie, possibly have it include dead/leavers.
-when someone dies and becomes a zombie, all of their stuff is killed, but I want to make it so it still keeps the walls. Its annoying to have someone set up defense, and they die stupidly and you're left wide open.
- timer, is 90 mins and humans win, if there is no winner, Also add a clock, showing how long the games been going.
-base command, needs to show bases on the right side not all regions show ping. 19 pings needed, 16 max, need to consolidate.
When zombies mutate, they lose all the items in their inventory, fix so they keep items.

Map Properties:
-loading screen minimap image (need a custom image) w/ tagline by (whoever made it,) and www.clanrnr.com and map name troopers vs zombies, with or without the version #
-add doodads that were originally taken out to clear space (eg. dead bodies, skulls, lamps, fires etc, add new doodads too)

Ideas:
-more upgrades w/ lumbermill - possible increase architect health. more suggestions needed. Balances on upgrades still need to be seen.
- sometimes humans can't blink out of a base unless they've explored an area, might make it so map is fully explored for humans
Change tooltips for all spells to correctly show what the upgrades do.
General needs skill's lvl's balanced,
-Death and Decay hurts Zombies- it shouldn't
-Might Reduce the amount of skills, to end at 16 with Egg, or make egg 20 to match skills, current skill end is 23-24, should his lvl be capped, to encourage mutation? or not?
make trooper upgrades effect general?
first 3 zombies share control, take away control and , either give control to ally when they leave, /share gold when they leave, or destroy char when they leave.
Check the repair rate for all structures, increase, but by how much? not to be confused with build time.
Also Should repairing cost lumber? check to make sure no repairing costs gold.
Some towers and units do not show the magic sentry ability overhead. watch tower, cannon tower, apc.
Power Tower (upgraded range tower) is difficult to click on, possibly its pathing or size or scale or something is small instead of its proper clickable size.
-zombies could use an attack speed increase, and/or minor armour/stat/health increase. could increase attack speed but lower agi gain. incase they attack too fast.
-price of shop items should be looked at. also amount of items and cooldown.
-i believe architects are able to kill other peoples towers
Shop at bot right maybe.
canceled egg should not return gold
More detailed credits page and f9 Info, instead of Trigg, jass it.
Since gold distribution is fixed, players might be getting too much gold now. zombie and trooper alike, so might lower every unit by 1g.

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Bug list: ( Any bugs or things missing, hotkeys , spelling errors etc, reported, will end up here, just a higher priority "to do" list.)
1. Super bug I really need to fix, since towers can still kill architects at the moment, if you kill yourself with your tower, you don't become a zombie, you die, and now zombie can never get you, = game can't end till time runs out. Fix 60min draw timer and and towers can't hurt architect.
2. Some zombies have reported not being able to windwalk although they have mana, and it is off cooldown. Either its a problem with them getting delay, or a game problem. I have not been able to recreate this bug yet.
3. weird bug one time where zombies were dead but game did not end. check trigger, could be missing a check unit, on one of the players.
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Updates Changelog:

*Update 4/13/08
Doing really well with Terrain, still working on it.
*4/16/08
More Terrain, cleaner spawn, better kick system, purple only, can kick.
4/18/08
More terrain, plan to add afk kick timer
4/25/08
More Terrain, added a few more bases (about 3-5), did not add afk kick timer, its ok for now.
5/1/08
*sigh more Terrain done, almost fully completed terrain, then I can finally move on to everything else.
5/12/08:
More Terrain done. There is a kick trigger, Only purple can Kick, and has to be human to kick i believe, I'll check on that. Graveyards have moved slightly, there are more shops now. Blink cooldown is lower, from 10 to 5 seconds now. Gameview is good, might add a -zoom feature to zoom out more. more to come.
5/13/08
made farms 40wood cost, 50 food produced. double of original, 20 wood, 25 food, so ppl don't have to build 10 homes, it takes up too much space and is huge feed.
More terrain
HotKeys:
W = Wall
B = Barracks
L = Lumber Mill
T = Tank Factory
R = Range Tower
C = Cannon Tower
R = Red Plasma Cannon
Made money monster smaller.
5/14/08
Hotkeys for upgrades:
G= upgrade Gun powder for troopers
C= Beta clip for gun, attack speed for troopers
L= Lumber harvest upgrade
M= Upgrade masonry, upgrade armor for walls,buildings,tanks
P= upgrade plating, armor for Troopers
A= Magic Sentry upgrade, see invis.
M= Medic Pac upgrade HP for troopers
S= Spiked barricades upgrade
S= Train Scientist.
Blocked the top right corner where the revive area will be. boundary.
T= Mammoth Tank
A= Advanced Weapons Development
P= Power Generator
L= Lumberjack
A= APC
C= Assault Copter
F= F-22 Raptor
M= Multiple Launch Rocket System
T= Titan
W= Woodsman
D= Disk Tower
W= Upgrade to wall2 upgrade to wall3
S= Stun Tower
K= upgrade to Knockout Tower
P= Upgrade to Power Tower , ( from range tower)
H= Upgrade to Heavy Artillery
C= Upgrade to BlackPlasma Cannon
5/16/08:
Working on Terrain, building about 2 new bases, in the top left, top middle, section.
P= Red Plasma Cannon
D= Disk Thrower
A= Watch Tower
G= General
B= Basic Barrier
R = Radar Tower, renamed radar tower
Next on the agenda is finish testing and hotkeying all human skills and abilities, then hotkeying all zombie item/skill/upgrades/etc.

7/9/08:
-Hotkey Ghost Scout G
Hotkey Spider
-General Shockwave "W" is now BFG: hotkey "B"
Death and Decay, D" hotkey not working, overided by Dark Portal. Should be fixed Death and Decay hotkey "E"
-Watch Tower missing "A" fixed
- hotkey Egg E
General and Radar Tower color Codes not showing. fixed
Change Assault Copter hotkey from C to A

7/15/08 :
TroopersVsZombies Beta 0.1P (P for Protected) is released. Still lots of bugs but I was thinking, eh fuck it, its still very balanced and playable, surprisingly I got a lot of full house games and talked with a few ppl that were like," OMG I LOVE THIS MAP< YOU BROUGHT IT BACK?!?!" so that's a good boost.
Next Step is working on Beta 0.2P The good thing is playing with a full house, ppl can tell me if something doesn't work. The weird part is, its not like any of the stuff that's broken is new, its the same stuff from the original version and I didn't realize that so much was missing from the original. Even with all that said, it still seems to be pretty balanced, and if a zombie knows how to play, they can rack up some early kills, farm a lil gold, and do pretty well, its when they stop being aggressive and don't look for new bases and attack the same old one for 20 mins, that everyone else's bases gets too strong for them to handle, though the shop items and death and decay really help. Its Really not about keeping a base, you can always run away and make another if it goes kaput. I see a lot of ppl after loosing a base, run and sit in another persons base, which is annoying.

7/16/08 Beta 0.2 :
Edited Map Description
-Ranged Peon "R" is now Ranged Devil hotkey "V"
Summon Spider, S is no good, now hotkey " I "
Ground web "G'
-Death and decay, to learn is E use is D, change use to E- text tooltip
-Ghost Scout "G"
After Burn on F22 hotkey B
Radar skill hotkey R
Purify needs a hotkey., is now Exorcise hotkey E
Raise Corpse hotkey C
-Summon Quilbeast Q should be Summon Zombie Z
S for Soul Capture : hotkey S
-Lumber Upgrade was 10 per lvl, is now 5 per lvl, base 10 lvl 1 15 lvl 2 20 lvl 3 25
-Spiked Barricade attack does not show up on all Walls, wall1 and wall3, it works on wall2
Spiked barricade should work on all lvls of walls now.

7/17/08: Beta 0.2
ranged devil text
capture soul should be C not S
Learning Exorcise E
Item Shop Hotkeys
Death Shield = D
Ankh of Reincarnation = A
Purchase Juggernaut = J
Inferno Stone = I Infernal Stone
Purchase Experience Tome E
Ring of protection +10 + R
Purchase +20 stats "cloak" = H
Blink Stone = B
Money Monster = M
Zombie Net = N
corpses (ghouls) can gather wood - useless taken out, same as cannibalize, no learning
Spiked barricade effects Mammoth tank, possibly other units, should be affected by Masonry instead.
Corpse needs text description
Ranged towers miss sometimes? fixed
wall 1 still doesn't get spiked barricade. should be fixed
2.Sometimes game ends before zombies spawn, has happened 3 times in about 40 games. Don't know why yet, haven't been able to duplicate. Bug fixed, it was a problem with the trigger.

Beta 0.2 is released. Had to just release it, the end game before zombies spawned bug, was too nasty, couldn't wait to finish the rest of the changes. I'll have to same them for the next version. Beta 0.3 will mostly be all trigger work, I hope to have a all trigger, host commands, and etc.

7/18/08 Beta 0.3:
-Blink hide hole in top middle base, taken out.
-F22 and copter, flying units, might changed to hover because of exploit issues.
-F22 needs health or armor or attack reduced.
-F22 attack range increased
- spacing - has begun mutation fixed
-web doesn't stop F22 from attacking
-Ankh needs to bring back full health.
Dark Portal, short cooldown, no spawn death timer should have death timer, longer cooldown.
A lot of Text fixes, and editor fixes. grammar, information, etc.
Money Monster is now the right size, right pathing size, right scale, etc.

7/21/08 Beta 0.3
- name change command trigger. " -n "xxxxxxx" " allows up to 17 character spaces, its fucking awesome, thanks awakening.
- kick command needs a " player has been kicked message"
-win/lose trigger, says peons/humans win /lose, should be troopers/zombies or humans /zombies, might change channel team names, from humans/ to troopers
1zombie=3humans doesn't fit on screen, change to 1Z=3H eventually change humans to troopers, have to change in game
-Host detection added w/ text saying "Player has found to be host" thx awake
- kick trigger can now be only done by host. thx awake.

7/27/08 Beta 0.3
-Zombie attack range reduced.
Juggernaut attack range reduced.
Ranged Devil attack range reduced. all issues with units able to attack outside the range of towers has been resolved.
Copter side gun, attack 2 might have issues with targeting. fixed.
-Add "Zombies Have Spawned" msg when zombies spawn to trigger peon spawn
(been added but it says it once per zombies playing at init. so 3 zombies =3 times, 2=2 1=1 etc.)
The flying/hover fix didn't work as intended and has been switched back to the original flying for copter and f22.
lots of object editor fixes.
big units have to learn magic sentry, like copters, f22
-Noobzombie command has been added. fuck yeah. thanks awakening. e.g. 1 lvl up, and 100gold displays zombies have been given feed, can only be done by host.
-Zombies, Generals, and Mutated Zombies have been given 12 proper names each.
Need to give Awakening Credit for Triggerwork on the Loading Screen.
Item Net ensnare has been changed from 15 sec, to 5.
Changed the range and mana cost on money monsters tentacle due to an exploit.
- command list in Quests F9 , info etc (probably adding more later)
checked all towers to make sure they do chaos dmg, troopers and general, piercing apc, tank, copter, raptor, missle, and titan everything is correct now.
Anti Ally Attack Trigger implemented. Needs further testing to make sure it works for units, towers, structures, human and zombie . Thanks Awake
-Some of the human builders icons do not show when techtree is not met, they show green, instead of the icon needed-dimmed. mostly figure the last guy got lazy. Need to fix that and check to see which tower/building it is that is getting the green screen icon when unable to build due to techtree. (Range Tower, Watch Tower, Red Plasma Cannon , irfanview) Fixed
-Egg now costs 100g, from 50g, might increase more later. it depends.
-Changed the Icon of Basic Barrier.
-fixed build time on watch tower, it is less now, ( its a cheap weak tower it should build faster than the more costly towers)
wall3 and basic barrier, work, wall and wall2 don't, want all to work like basic barrier. now fixed.
check the armor on buildings and towers.
Copter now has magic sentry instead of truesight flying
and raptor , true sight is huge and annoying, plus he has detect invis radar castable anyway, taking away magic sentry.
raptor's regen has been lowered.
Edit text on ankh description tooltip. fixed
tooltip on summon zombie, # zoombies, change. fixed
tooltip on parasite
tooltip basic barrier
check gold on ranged devils. its 2 and 5 now.
dark portal, fixed it
attack speed on spiked barriers, barricade, walls
-Gold gain from kills for zombies and humans and check xp gains for all zombie units killed. balanced.
-Humans Should make money from all Zombie summon kills
Game ending when the only zombie alive dies, game ends, then zombie revives because he had an ankh fixed.

8/7/08:
TroopersVsZombies Beta 0.3 released, Download links put up.
8/10/08:
Troopers vs Zombies Beta 0.3b released
Zombie 90 spawn timer visual added.

8/19/08
Troopers vs Zombies Beta 0.4
zoombie text error (zombie) when dieing and becoming zombie, and the unit itself.
Increased Sight on Rat
-fountain of health graveyard's rejuvenation mana and health is faster.
General he has revive at lvl 6 but probably should cost wood to revive before that, and if revive is on cooldown and dies, should cost wood to revive. fixed
upkeep lumber and gold is not taxed
A lot have been asking for the Gatling gun which is a bigger version of the watch tower. Added and needs more testing Hotkey G
-bounty sometimes shares with allies instead of the killer, fixed, global xp is off now, but xp range is bigger which should cover the radius of any base you're attacking, should fix the bounty problem,.
-fixed upkeep, gone
Organized architects building screen, scientist,advanced weapons development, tank factory, barracks, farm, General according to tech tree.
Took improved masonry off Titan.
Titan has a 2nd attack, machine gun, reduced 1st attack
Fixed Text on Gatling Gun, and Apocalypse name on Mutated Flesh Demon = Mutated Zombie.

9/18/08
Troopers vs Zombies Beta 0.4
-Can make more than 1 General, bad, should be fixed. seems to be fixed. corrected the init. trigger.
-Minor fixes and bug fixes.
-changed lumber cost on some basic offensive towers.
Organize the builder's screen, skills for zombie, and mutated zombie, according to tech tree and type organization.
Preload models for General and Zombies/Mutated Zombies
-Regen for fountain too high, reduced from .10 to .05 life and mana
-Gatling Gun dmg, reduced to 5, instead of 6-8

10/18/08
Organize the Learning Skill's menu for Zombies-Mutated Zombies
Death Shield from 1.2k to 1k gold price
Juggernaut Book from 900 to 800 gold price
Infernal Stones from 3 in shop to 2
Exp Tomes from 3 in shop to 2
Fixed info on Summon Zombies
a msg for cancelling egg, Unit has canceled mutation
Hero Models have been pre placed to reduce lag when they are summoned. Will finish the trigger to remove them after map init but for now they're off the map, so its no worry.
-base ping command has been redone, fixed to reduce lag, jass'd. Still needs work, which will come in the next version.

10/21/08
Troopers Vs Zombies Beta 0.4 is released.

10/23/08
Troopers VS Zombies Beta 0.4b
Increased the Maximum Revive Cost - Time, to 15 mins before it hits the 2000 lumber max it seems general's max out at 2000 lumber, the max revive cost, but no one gets a general first 15 mins of game so it should benefit them. Might increase more to 20 mins, till max lumber revive cost hits. This could change when zombie gold revive max and max revive time, meets a balanced level, when zombie revive comes into v0.5.
Reduced XP gain Range from 5000 to 4000
Projectile Homing is taken off Gatling Gun, considering how fast it fires, it shouldn't be 100% accurate.
The graphic for the gatling gun fire, was searing arrow, now is what the general has : riflefire
Damage on Gatling is 5-6 The Attack speed was increased to 2000, to even out its nerf from not having homing.
Finished the trigger to remove preplaced models after map init. It was a bitch and a half.
Reduced players xp gain handicap from 150% and 160% to 130% and 140%
Disk Thrower ability to attack ground has been taken away, its attack has been changed to type missile(bounce).

10/15/08
Troopers vs Zombies Beta 0.4b is released.

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Edited by 0chspelar, Oct 25 2008, 04:20 AM.
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0chspelar
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Hey awake, I'm getting some good steam on this, but I need some help with triggers, if you want, and have some free time it'd be awesome. The way I'm looking at it, it seems to be closer to start beta testing if I get more done in a week. It's playable right now, but there are things on the list to be done, so theres no point in testing till most if not all the stuff on the list is done. You still have the old map, none of the triggers have changed too much, but I can send you the newest version I have if you want.
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AwaKening
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You still working on converting your current triggers to Jass, or you need help making some new ones?
Women, learn to work the toilet seat. You're a big girl. If it's up, put it down.
We need it up, you need it down.
You don't hear us complaining about you leaving it down.
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0chspelar
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AwaKening
May 15 2008, 11:28 AM
You still working on converting your current triggers to Jass, or you need help making some new ones?

I think I've converted them well, but you have more experience with it, and could clean it better than I. I eventually want new ones, like the leaderboard, or spawn timer visual, and other triggers. but I figured, if we could clean the ones that are there now, then we can add the new ideas later. Its really however fast you work, and if you have time. We can vent, or aim, talk about ideas, I'm pretty much on every night.
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0chspelar
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I've got my beta out, Troopers Vs Zombies Beta 0.1P I need someplace to put it to download, someplace stable, been playing it and testing it on bnet with full houses. Been getting good feedback and bug reports. A few general complaints that either they're too weak or too strong, ppl just need to learn how to play and use items. I'd like to fix a lot of bugs and errors before worrying about balancing, it seems to be really balanced, i've won some games as a zombie, some as a trooper. Its kinda like vamp, just gotta have good ppl to play with. a lot of ppl just complain and its their first time playing.

and yes hopefully in the next version I'll have the revive system done.
Edited by 0chspelar, Jul 16 2008, 01:30 AM.
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AwaKening
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Let me know if you find a good host with FTP capabilities. My host is down yet again and I need something new.
Women, learn to work the toilet seat. You're a big girl. If it's up, put it down.
We need it up, you need it down.
You don't hear us complaining about you leaving it down.
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0chspelar
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AwaKening
Jul 16 2008, 08:59 AM
Let me know if you find a good host with FTP capabilities. My host is down yet again and I need something new.
yea, I dunno what I'm gonna use, I guess I could zip it and rapidshit it or somewhere like that, but I hate that, I mean i could FTP it from a free geocities account lol, and stuff like that, I don't really want to put it on epicwar.com or a wc3 map site. Just kinda want my own place they can get it from, maybe get a download counter. but yea, its looking like for now I'm just gonna host games, and if ppl wanna play they can get it from me. I guess I'll eventually cave in, and hotlink it from some file storage site, I'm just dreading that.

http://www.makeuseof.com/tag/top-free-file-hosts/?%3F
Edited by 0chspelar, Aug 3 2008, 10:53 PM.
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Code:
 

globals
real array udg_Timer_Duration
real array udg_Timer_Remaining
boolean array udg_Timer_Repeating
boolean array udg_Timer_IsUsed
boolean array udg_Timer_IsRunning
string array udg_Timer_Function
integer udg_Timer_MaxId
integer udg_Timer_Expired
timer udg_Timer
endglobals

function TimerLoop2 takes nothing returns nothing
local integer TimerId = 0
local real NextTime = 3600.0
local real Interval = TimerGetElapsed(udg_Timer)
loop
exitwhen TimerId>udg_Timer_MaxId
if udg_Timer_IsRunning[TimerId] then
set udg_Timer_Remaining[TimerId] = udg_Timer_Remaining[TimerId] - Interval
if udg_Timer_Remaining[TimerId]<=0 then
if udg_Timer_Repeating[TimerId] then
set udg_Timer_Remaining[TimerId] = udg_Timer_Remaining[TimerId] + udg_Timer_Duration[TimerId]
else
set udg_Timer_IsRunning[TimerId] = false
endif
set udg_Timer_Expired = TimerId
call ExecuteFunc(udg_Timer_Function[TimerId])
endif
if udg_Timer_IsRunning[TimerId] and udg_Timer_Remaining[TimerId]<NextTime then
set NextTime = udg_Timer_Remaining[TimerId]
endif
endif
set TimerId = TimerId + 1
endloop
call TimerStart(udg_Timer, NextTime, false, function TimerLoop2)
endfunction

function CreateTimer2 takes nothing returns integer
local integer TimerId = 0
loop
exitwhen not udg_Timer_IsUsed[TimerId]
set TimerId = TimerId + 1
endloop
if TimerId > udg_Timer_MaxId then
set udg_Timer_MaxId = TimerId
endif
set udg_Timer_IsUsed[TimerId] = true
return TimerId
endfunction

function TimerStart2 takes integer TimerId, real Duration, boolean Periodic, string Func returns nothing
set udg_Timer_Duration[TimerId] = Duration
set udg_Timer_Remaining[TimerId] = Duration+TimerGetElapsed(udg_Timer)
set udg_Timer_Repeating[TimerId] = Periodic
set udg_Timer_Function[TimerId] = Func
set udg_Timer_IsRunning[TimerId] = true
if TimerGetRemaining(udg_Timer)>Duration then
call ExecuteFunc("TimerLoop2")
endif
endfunction

function DestroyTimer2 takes integer TimerId returns nothing
local integer CurTimerId
set udg_Timer_Duration[TimerId] = 0
set udg_Timer_Remaining[TimerId] = 0
set udg_Timer_Repeating[TimerId] = false
set udg_Timer_Function[TimerId] = null
set udg_Timer_IsUsed[TimerId] = false
set udg_Timer_IsRunning[TimerId] = false
if TimerId==udg_Timer_MaxId then
set CurTimerId = TimerId-1
loop
exitwhen udg_Timer_IsUsed[CurTimerId] or CurTimerId<0
set CurTimerId = CurTimerId - 1
endloop
set udg_Timer_MaxId = CurTimerId
endif
endfunction

function TimerGetElapsed2 takes integer TimerId returns real
return udg_Timer_Duration[TimerId]-udg_Timer_Remaining[TimerId]+TimerGetElapsed(udg_Timer)
endfunction

function TimerGetRemaining2 takes integer TimerId returns real
return udg_Timer_Remaining[TimerId]-TimerGetElapsed(udg_Timer)
endfunction

function TimerGetTimeout2 takes integer TimerId returns real
return udg_Timer_Duration[TimerId]
endfunction

function PauseTimer2 takes integer TimerId returns nothing
if udg_Timer_IsRunning[TimerId] then
set udg_Timer_IsRunning[TimerId] = false
set udg_Timer_Remaining[TimerId] = udg_Timer_Remaining[TimerId]-TimerGetElapsed(udg_Timer)
endif
endfunction

function ResumeTimer2 takes integer TimerId returns nothing
if not udg_Timer_IsRunning[TimerId] then
set udg_Timer_IsRunning[TimerId] = true
set udg_Timer_Remaining[TimerId] = udg_Timer_Remaining[TimerId]+TimerGetElapsed(udg_Timer)
if TimerGetRemaining(udg_Timer)>udg_Timer_Remaining[TimerId] then
call ExecuteFunc("TimerLoop2")
endif
endif
endfunction

function GetExpiredTimer2 takes nothing returns integer
return udg_Timer_Expired
endfunction

function WaitForTimer2 takes integer TimerId, real RemainingWaitFor returns nothing
local real timeRemaining
loop
set timeRemaining = TimerGetRemaining2(TimerId) - RemainingWaitFor
exitwhen timeRemaining <= 0
if (timeRemaining > bj_POLLED_WAIT_SKIP_THRESHOLD) then
call TriggerSleepAction(0.1 * timeRemaining)
else
call TriggerSleepAction(bj_POLLED_WAIT_INTERVAL)
endif
endloop
endfunction

function PolledWait2 takes real duration returns nothing
local integer TimerId
if (duration > 0) then
set TimerId = CreateTimer2()
call TimerStart2(TimerId, duration, false, null)
call WaitForTimer2(TimerId,0.0)
call DestroyTimer2(TimerId)
endif
endfunction

function InitTimers2 takes nothing returns nothing
set udg_Timer = CreateTimer()
call TimerStart(udg_Timer,3600.0,false,function TimerLoop2)
set udg_Timer_MaxId = -1
endfunction



found this alternative timer code, thought it might be useful. Possibly for zombie spawn timer, and or game timer.

Code:
 

function NameChange_Actions takes nothing returns nothing
local integer strlength = StringLength(GetEventPlayerChatString())
local string num = SubString(GetEventPlayerChatString(), 3, 4)
local string name = SubString(GetEventPlayerChatString(), 5, strlength)
call SetPlayerName(Player(S2I(num)-1), name)
endfunction

function InitTrig_NameChange takes nothing returns nothing
set gg_trg_NameChange = CreateTrigger()
call TriggerRegisterPlayerChatEvent(gg_trg_NameChange, Player(0), "-p", false)
call TriggerAddAction(gg_trg_NameChange, function NameChange_Actions)
endfunction



This is a namechanger / color changer
When you make the code for that trigger make sure the name of the trigger is NameChange.
Also, the command to make it work in game is that player 0 (Red) must type -p then the player number then a space then the name to change it to.
So a couple examples would be player(0) types "-p03 NoobCrusher" or "-p10 JassMaster"

This guy made the command that. but I'd like to make it so everyone can change their name and/or color. either commands like -name bob (changing color might mess up the kick, so probably not, but definately a name changer, for fun, like vamp.)


I also found a host detector, and made one of my own, but both can fail sometimes, so i was wondering how strong yours is?.

ugh lots of testing on the way before I release the next version. zzzzzzzzz
Edited by 0chspelar, Jul 20 2008, 10:07 AM.
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0chspelar
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cool thanks, whats the trigger name? so i don't mess it up, or not capitalize etc. and do i have to mess with any globals? or is it fine as is?

Well if it'll work changing the color because it keeps the player number, like player 0 I guess I'd keep it, its just I think I'll have to declare all the colors it can use, so i dunno, if it is something small you can add, that'd be cool, but if its too big then just keep it name change. Yea I do want it so they can only change their own names - except possibly give host the ability to change everyones for some fun :D , I also need to edit the already existing scripts and new scripts, like the kick trigger so only host can do it, not just player 3 atm.

for the host detection , if i was to add a call Display text, etc "Host detected : (whoever is host)" where would I add that? Its easier so I can tell if its worked all the time.

Also wondering if I could sticky this thread? I know no one in rnr really plays this, but its getting some friends online, I just added 5 ppl today who want to play anytime i'm making a game. and It'd be nice if it was easy to find especially when I have a download link up. which I'm thinking, I might just zip and put on rapidshare or something like that.
Edited by 0chspelar, Jul 21 2008, 02:23 AM.
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thank you thank you thank you. I'll get working on it, and let you know how it goes. I'm starting to learn more and more about jass, its slow, but its getting there.


yea, spawn trigger is ugly, i'm just gonna keep chipping away at all the triggers till they're good.

I got the name change in, its -n, works perfectly tested it out a few times,
next on the list is
Detect host
noobzombie
base command ( i screwed up somewhere and its not pinging all the regions correctly.)
90sec zombie spawn gui timer
Edited by 0chspelar, Jul 21 2008, 04:11 PM.
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Code:
 

globals
integer udg_Host
pointer udg_gamehost
endglobals

function Trig_FindHost_Actions takes nothing returns nothing
call FlushGameCache(InitGameCache("gamehost.w3v"))
set udg_gamehost = InitGameCache("gamehost.w3v")
call StoreInteger ( udg_gamehost, "host", "host", GetPlayerId ( GetLocalPlayer () ) )
call TriggerSyncStart ()
call SyncStoredInteger ( udg_gamehost, "host", "host" )
call TriggerSyncReady ()
set udg_Host = GetStoredInteger ( udg_gamehost, "host", "host" )
call FlushStoredMission(udg_gamehost,"host")
call DisplayTextToForce(bj_FORCE_ALL_PLAYERS, GetPlayerName(Player(udg_Host)) + " was found as map host.")
endfunction

//===========================================================================
function InitTrig_FindHost takes nothing returns nothing
set gg_trg_FindHost = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_FindHost, 2.00 )
call TriggerAddAction( gg_trg_FindHost, function Trig_FindHost_Actions )
endfunction



Did I do it right?,

When you say it shouldn't be in the initialization , I should uncheck "Initially On" ? right now it seems to work with Initially On checked.

I'm getting closer, Says I have fewer and fewer errors, I added the two variables integer Host aka udg_Host and gamecache gamehost aka udg_gamehost, ctrl+b added them in variables. just says that the globals end globals list is the problem, so I guess I don't need that inside the trigger?.

well i took out the globals/ endglobals list and trigger is enabled and working in editor, saving, and testing. be back with the results

I tested it, it worked out, but of course i'm alone in the game with just (computer)(normal) as other players, I'll test with my other comp or crism if he's on, to see if it does it. I put it to 2 secs, 1sec might fail more if I lag i'm thinking,

So. I want to make it so only the host can do commands like -kick, and -noob zombie, and others, etc, when its added. so i'm guessing that for kick instead of having player 3 be the one, i just do (Player(udg_Host)) instead, and it'll make only host able to do it. , bleh that didn't work.

Original script
call TriggerRegisterPlayerChatEvent( gg_trg_kick, Player (3), "-kick ", false )

i want 3 to be "host" don't know exactly what to type.
Edited by 0chspelar, Jul 22 2008, 10:21 AM.
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AwaKening
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Checking or unchecking initially on with a jass trigger won't do anything. That's not what I was talking about though. I meant that you can't run it with a map initialization event. You need to wait until the map has loaded (Timer Event). Also, globals are in a different section like you found it. There is no globals/end globals.

If you want only the map host to be able to use certain commands, you have to put a condition on the trigger to check for that player, or just use an "if" statement in the Actions. Putting it in the event won't work, because udg_Host will always be 0 when the map starts. Make sure you register the event for every player using a loop like I did in your name change trigger. If you can't figure it out, post your trigger here and I'll show you ;)
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hey i'm thinking adding that afk kick timer, but I want it to show, player has been afk 10 mins, kick this player? type -kick "color" get from player string, i want the afk kick timer to be 10mins, then needs a player to type -kick and afker is gone.
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i played a game today called "troopers vs. zombies" but it sucked and didn't have your name anywhere on it. all the zombies were abominations and the hero name thing was "zoombies".
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yea that was the other guys version that barely gets updated. Thats why I'm making this one better.
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for some reason, my name on the other computer, shows up as obzombie instead of ochspelar when i'm on LAN testing. from the comp that i have idle sitting as a zombie. oh, i found out, the bug is with namechange -n and -noobzombie getting messed up
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AwaKening
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Another option if you don't want to change the command to -name, go to the event and change "-n" to "-n ". You just add in a space, then you don't have to change anything else.

Damn, I want credits for all this work in case your map actually succeeds ;)

Oh and btw, don't use that AFK trigger I showed you earlier. The camera check for GetLocalPlayer() causes a desync. I used a different method for afk checks in my map. I actually have it setup just how you ask. After 8 minutes, it asks teammates if they want to kick the afker. They just have to type -kick. For next version I also added in command -afk like in dota to see who is afk. I'd give you the trigger, but it's map specific atm, so I'll have to change some things for yours.
Edited by AwaKening, Jul 29 2008, 11:45 PM.
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We need it up, you need it down.
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I've credited you on the changelog, but you want me to add your credits to the loading screen? consider it done
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If I'm gonna be on the load screen, then make sure the map is great ;)
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I'll try* shrugs

Troopers vs Zombies beta 0.3 has been released!
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