Abilility Help/Splittng Balloons

irgan

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I have a TD where there's a part of it you get to pop balloons. I know how to create the Balloons and all that easy stuff, but how do i give the newly Created Balloons the same exact order as the old one if for the order for the old balloon it was required to walk over a region and then being ordered to go to another region (like all TDs)
 

skyblader

You're living only because it's illegal killing.
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Let's say your TD(I believe it's a td?) consists of pathways, just create a region at every pathway and order all units in the pathway to move to the next checkpoint
 

irgan

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Hmm, Good try, but i already have that. That's for a normal td, where the Creeps that die dont spawn more creeps (that have no orders when they are created) after it's dead
 

Ryushi

"I will stand, or I will fall. I will not sit."
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I believe Skyblader meant creating regions over the pathways between the checkpoints. So like:

A----------B

There would be a region at A which would be a checkpoint and a region at B which would also be a checkpoint. You would create a region covering the dotted space, and if a balloon is spawned in that region, you would order that unit to move to checkpoint B (Assuming units were moving from A to B).
 

irgan

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Oh so just, spreading out a huge region to cover that space? Alright i'll try that out

edit: ty, but idk who to give the rep to :p the one who supposedly had the idea or the one who explained it

edit2: actually, I'm going to hold off on the rep. I would rather not make another 100+ triggers just for this. Is there NO possible way to just have like a trigger say:
"Replace unit with (unit)"
"Give replacing unit the same orders as replaced unit"?
That would like reduce these triggers to like 2 at max.
 

Ryushi

"I will stand, or I will fall. I will not sit."
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I do not believe a trigger like that is possible. Another possibility would be to store a point for each unit in a hashtable, the point being the target of its current order. Then when you replace the unit, you can order the unit to move to the stored point for the old unit. You could add the point storing actions into your triggers that order units to move to the next checkpoint, so would not need to make a large number of new triggers.
 

skyblader

You're living only because it's illegal killing.
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You can use custom values, and add your pathways to an array, say Path[1], Path[2] etc. Then do something like

Every second pick all units in playable map area
Order units to move to Path[custom value of picked unit]

Another trigger would be

Unit enters Path[1]
Unit enters Path[2]
.
.
.

Set custom value of unit to custom value of unit + 1

and you can add all the paths to the event using another trigger.


Or another method would be doing integer loops, let's say you have 150 paths..

For 1 to 150, do

Pick all units in Path[integer A]
Order units to move to Path[Integer A + 1]
 

Sajin

User title under construction.
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BLOONS TOWER DEFENSE!! :D

If its all one path with no splits then you can do it with just 2 regions

every 0.22 seconds of game


pick all units in TD_Area equal to owned by player 12 brown and issue order to move to TD_End

It would only work if your td had one path like this
Code:
-----------------------------------
-----------------------------------
 = = = = = Creep Movement = = >
-----------------------------------
-----------------------------------

But if it has turns like this then this code wont work
Code:
----------------------------------
----------------------------------
= = = = Creep Movement = = = = = >
-------------------------- || ---
-------------------------- || ---
-------------------------- = = = >
 

irgan

New Member
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>.> the path is more like this:
Code:
==============
==============
------------>        ---------->
          |        ^
          |        |
          |        |
          v---------

==============
==============

or something like that >.> (not giving the true path) but it doesnt split off but it's not a simple one line path. I think i'll try the custom value + array and see how that works out
 

Sajin

User title under construction.
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Yea make a trigger that is like
Event
Unit enters MoveRegion [1]
Unit enters MoveRegion [2]
Unit enters MoveRegion [3]
condition
Entering unit belongs to player 12
action
move entering unit to MoveRegion [Custom value of entering unit + 1]
set custom value of entering unit to custom value of entering unit +1
 
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