all the glitches in my map

sirjasalot

New Member
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3
hi all. My map is almost done! But... ... I still have many glitches and need your help. Here are my following problems.:banghead::banghead:

1. Leaderboard- I tried to make one but it doesnt work. i want it to say (Time left before evac---2 hours) I'm not able to make that. Can someone tell me how.
2.The zombies- I managed to make them spawn in the locations i wanted. Now my problem is getting them to attack the closest player to them. Can someone tell me exactly how.
3.When selecting the hero the wisp i use to select him doesnt die. I've tried many times but nothing works.
4.Zombie bounties- The zombies don't drop gold. I want them to give one gold for every kill.

These are all the problems I have with the map. Could you please give the exact trigger for each of my 4 problems in the following manner:


EVENT-(whatever)
CONDITION-(whatever)
ACTION-(whatever)
I'd like it if possible to have the exact ones because i've been working on this map for quite a while now and i'm getting pretty tired of always having these glitches. Thanks ahead. I'll work on selecting the heroes for now. Thanks.
 

Carl-Fredrik

New Member
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51
1. There is a great tutoral about timers, read it!

2. ---

3.
Action - Unit Group - Pick All...
Action - Unit - Remove

Code:
Untitled Trigger 001
    Events
    Conditions
    Actions
        Set Unit_Group = (Units in (Playable map area) matching ((Unit-type of (Picked unit)) Equal to Hero Selector))
        Unit Group - Pick every unit in Unit_Group and do (Actions)
            Loop - Actions
                Unit - Remove (Picked unit) from the game
        Custom script:   call DestroyGroup (udg_Unit_Group)


4.
Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Player - Turn Gives bounty On for (Player((Integer A)))
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )
 

und34d-rul3

New Member
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12
1) I think you mean a timer? A leaderboard doesnt count time, a timer does.

2) (Not sure on this one), change:
Combat - Acquisition Range to a high number
Stats - Sight Radius (Day & Night) to a high number also
This should make them auto attack units at whatever acquisition range you give.

3) If your trigger is: A Unit Enters Region <region> then you can do Unit - Remove Triggering Unit in the actions.

4) Add this trigger:
Code:
Bounty
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Player - Turn Gives bounty On for (Player((Integer A)))
                Player - Turn Gives bounty On for Neutral Hostile
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )
Change:
Stats - Gold Bounty Awarded - Base to 1
Stats - Gold Bounty Awarded - Number of Dice to 0
Stats - Gold Bounty Awarded - Sides per Die to 0
 

Carl-Fredrik

New Member
Reaction score
51
2) (Not sure on this one), change:
Combat - Acquisition Range to a high number
Stats - Sight Radius (Day & Night) to a high number also
This should make them auto attack units at whatever acquisition range you give.

Since the Sight Radius can't be higher than 1800, I'd create a visibility modifier that reveals the whole map (or the area where the zombies are taking action) for neutral hostile.
 

sirjasalot

New Member
Reaction score
3
carl i don't quite understand your bounty idea. well so far, I've got the timer on and it works. all i'm missing to do is the wisp dissapear thing, zombie movement, and bounty.i don't quite understand what oyu guys wrote about these 3. i kind of get the zombie movement thing. would it work if i would tell it:

event-(i don't know what to put here)
condition-
action- unit-go in this region(id make a region covering the whole map) and kill player 1-6?

i had figured out the bounty in the stats but it's the trigger that i don't udnerstand. If possible i would like it to be in the exact words that are in the RoC builder or close and i dont know have it so i do it once and it affects all the players. so far i've done everything for every player and it's damn long. The most help would be appreciated. Thanks. :'( :'( :'( :'( :'( :'( :' (
 

Carl-Fredrik

New Member
Reaction score
51
carl i don't quite understand your bounty idea. well so far, I've got the timer on and it works. all i'm missing to do is the wisp dissapear thing, zombie movement, and bounty.i don't quite understand what oyu guys wrote about these 3. i kind of get the zombie movement thing. would it work if i would tell it:

event-(i don't know what to put here)
condition-
action- unit-go in this region(id make a region covering the whole map) and kill player 1-6?

i had figured out the bounty in the stats but it's the trigger that i don't udnerstand. If possible i would like it to be in the exact words that are in the RoC builder or close and i dont know have it so i do it once and it affects all the players. so far i've done everything for every player and it's damn long. The most help would be appreciated. Thanks. :'( :'( :'( :'( :'( :'( :' (


1. ---
2.
3.

4.
Code:
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Player - Turn Gives bounty On for (Player((Integer A)))
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )

Ok, let's go through this trigger. Events: Map Initilization, I guess you know how to reach it. Now to the more complicated part, the actions.

Start with the action "For Each Integer A, do Multiple Actions". If you don't change anything, the trigger will now say:

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
But we have 12 players in the map, not 10, right? (The number decides for how many times the loop shall be done).
So change the number "10" to "12".

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions

Ok, that's better. Now let's add the action that makes the players drop gold! :)

The action is called "Player - Turn player Flag on/off".

The trigger will not look like this:

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
            Player - Turn Gives bounty Off for Neutral Hostile

That's still not right, 'cause it will only turn bounty off for Neutral Hostile 12 times. So change the "Off" to "On" and "Neutral Hostile" to "(Player((Integer A)))".

Your trigger now looks like this:

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Player - Turn Gives bounty On for (Player((Integer A)))

This trigger now works perfectly, but it isn't going to be used any more, so let's also remove it from the memory by adding the Custom Script "call DestroyTrigger( GetTriggeringTrigger() )" without the ".

Your trigger now looks like this and it's finished:

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Player - Turn Gives bounty On for (Player((Integer A)))
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )

Observate that this Custom Script is optional and doesn't have to be added. I'd recommend you to try it though.

Then go to the Zombies in the Object Editor and change the fields:

Stats - Gold Bounty Awarded - Base to 1
Stats - Gold Bounty Awarded - Number of Dice to 0
Stats - Gold Bounty Awarded - Sides per Die to 0

That should work.
 

sirjasalot

New Member
Reaction score
3
1. ---
2.
3.

4.
Code:
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Player - Turn Gives bounty On for (Player((Integer A)))
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )

Ok, let's go through this trigger. Events: Map Initilization, I guess you know how to reach it. Now to the more complicated part, the actions.

Start with the action "For Each Integer A, do Multiple Actions". If you don't change anything, the trigger will now say:

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
But we have 12 players in the map, not 10, right? (The number decides for how many times the loop shall be done).
So change the number "10" to "12".

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions

Ok, that's better. Now let's add the action that makes the players drop gold! :)

The action is called "Player - Turn player Flag on/off".

The trigger will not look like this:

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
            Player - Turn Gives bounty Off for Neutral Hostile

That's still not right, 'cause it will only turn bounty off for Neutral Hostile 12 times. So change the "Off" to "On" and "Neutral Hostile" to "(Player((Integer A)))".

Your trigger now looks like this:

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Player - Turn Gives bounty On for (Player((Integer A)))

This trigger now works perfectly, but it isn't going to be used any more, so let's also remove it from the memory by adding the Custom Script "call DestroyTrigger( GetTriggeringTrigger() )" without the ".

Your trigger now looks like this and it's finished:

Code:
Turn Bounty on
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Player - Turn Gives bounty On for (Player((Integer A)))
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )

Observate that this Custom Script is optional and doesn't have to be added. I'd recommend you to try it though.

Then go to the Zombies in the Object Editor and change the fields:

Stats - Gold Bounty Awarded - Base to 1
Stats - Gold Bounty Awarded - Number of Dice to 0
Stats - Gold Bounty Awarded - Sides per Die to 0

That should work.

Ok that's a lot easier to understand but i ahve a rpblem. I do map intitialization in events that's ok. It's the integer thing. I found the action: for each integer A do actions. but i can't click ok. I have to change actions to something or else it won't let me press. and where is the loop thing. i didn't find it.i didn't check the custom if i can find it yet.
 

Carl-Fredrik

New Member
Reaction score
51
The action is called "For Each Integer A, do Multiple Actions". Use that one istead of the "For Each Integer A, do Action". When you use that action the loop will automatically appear. It will look like this:

Code:
For each (Integer A) from 1 to 12, do (Actions)
    Loop - Actions
 
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