Assistance System by Vile. HELP

comparami

New Member
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4
okay, the assistance system works perfectly, but, it only works for pre-placed heroes, meaning heroes in the map initially, not created by triggers or buildings.. so.. he suggested that we register the unit by doing this
Trigger:
  • Custom Script: call AssistanceSystem_Register(unit)


i tried doing so, by registering a sold unit when bought..
Trigger:
  • Hero Select
    • Events
      • Unit - A unit Sells a unit
    • Conditions
    • Actions
      • Custom script: call AssistanceSystem_Register (GetSoldUnit())


and once i save, an error message comes out saying "expected a function name" :confused:


EDIT:

THREAD CLOSED, i figured it out :D
 

comparami

New Member
Reaction score
4
yes, i copied it to my triggers, and i again, it works, i just need to register units that are created in the middle of the game, not pre-placed units.

Code:
//***************************************************************************
//* Assistance System
//*
//* Author: vile
//*
//* Requirements:
//* ¯¯¯¯¯¯¯¯¯¯¯¯¯
//* - The functions in the "Needed Functions" trigger
//* - Global unit variable array named: AssistanceTarget
//* - Global timer variable array named: AssistanceTimer
//* - Array sizes of both global vars set to 372 (Press CTRL+V)
//* - This trigger
//*
//* General Notes:
//* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//* Thank you for using my assistance system. This system was written
//* from scratch by me, and works flawlessly, as I have specifically
//* written it for my map, Age of Myths.
//* Feel free to spread this to as many maps as possible, but please
//* give me credits if you use it.
//* It is especially good for AOS type maps.
//* Below is the configuration section. This system supports
//* bounty sharing when heroes are dying. The gold share and bounty
//* can be configured below. It is completely triggered so you will
//* have to set your heroes bounty to 0 in the object editor.
//* This option is optional and you can set it below.
//*
//* NOTE: This assistance system only works on PRE PLACED UNITS!
//* That means only heroes that were placed on the map initially and
//* not created by a building or by a trigger.
//* If you want this to work on a created unit, just use the following:
//* Custom Script: call AssistanceSystem_Register(unit)
//*
//***************************************************************************
// Assistance System General Configuration Section
//***************************************************************************

constant function AssistanceSystem_SuicideMessage takes nothing returns string
    return "has commited suicide" //This message displays when you kill yourself.
endfunction

constant function AssistanceSystem_DeathMessage takes nothing returns string
    return "has been pwned" //This is the generic death message of a hero.
endfunction

constant function AssistanceSystem_AssistMessage takes nothing returns string
    return "Assists: " //This is the generic assistance message.
endfunction

constant function AssistanceSystem_ResetValue takes nothing returns real
    return 15. //How much time should pass until your assistance
               //doesnt count anymore? (Seconds)
endfunction

//***************************************************************************
// Assistance System Bounty Configuration Section
//***************************************************************************

constant function AssistanceSystem_ShareBounty takes nothing returns boolean
    return true //If shared bounty is on, when you kill a hero, a random bounty
                //gold amount that you can specify down below will be shared and
                //equally split among your assisters, if any.
                //The gold is split like this:
                //2 Assisters = gold is split by 2
                //3 Assisters = gold is split by 3
                //And so on.
                //IF THIS OPTION IS SET TO FALSE, YOU CAN IGNORE
                //THE REST OF THE CONFIGURATION BELOW!
endfunction

constant function AssistanceSystem_InitialRandom takes nothing returns integer
    return 100 //This is the initial minimum gold amount that the
               //killing hero gets for killing another hero.
               //The final amount is a random between this and the
               //EndingRandom value below. Then it is split amongst
               //assisters.
endfunction

constant function AssistanceSystem_EndingRandom takes nothing returns integer
    return 200 //The ending random amount value. The "maximum" value.
               //Note that if you want a permanent amount, just set
               //the two values to the same value.
endfunction

//***************************************************************************
// Assistance System code; don't touch it if you don't know jass.
//***************************************************************************

function AssistanceSystem_DeathCondition takes nothing returns boolean
    return IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) == true
endfunction

function AssistanceSystem_Reset takes nothing returns nothing
    local integer i = 0
    loop
        exitwhen i > 372 or GetExpiredTimer() == udg_AssistanceTimer[i]
        set i = i + 1
    endloop
    set udg_AssistanceTarget[i] = null
endfunction

function AssistanceSystem_Timer takes nothing returns nothing
    local unit attacked = GetTriggerUnit()
    local unit attacker = GetEventDamageSource()
    local player p1 = GetOwningPlayer(attacked)
    local player p2 = GetOwningPlayer(attacker)
    local integer id1 = GetPlayerId(p1)
    local integer id2 = GetPlayerId(p2)
    if IsUnitEnemy(attacker, p1) and id2 < 12 then
        loop
            exitwhen id2 > 372 or udg_AssistanceTarget[id2] == attacked or udg_AssistanceTarget[id2] == null
            set id2 = id2+20
        endloop
        if udg_AssistanceTarget[id2] == null then
            call TimerStart(udg_AssistanceTimer[id2], AssistanceSystem_ResetValue(), false, function AssistanceSystem_Reset)
            set udg_AssistanceTarget[id2] = attacked
        elseif udg_AssistanceTarget[id2] == attacked then
            call TimerStart(udg_AssistanceTimer[id2], AssistanceSystem_ResetValue(), false, function AssistanceSystem_Reset)
        endif
    endif
    set attacked = null
    set attacker = null
    set p1 = null
    set p2 = null
endfunction

function AssistanceSystem_DeathActions takes nothing returns nothing
    local player array assister
    local player array assistplayer
    local unit d = GetDyingUnit()
    local unit u = GetKillingUnit()
    local player pd = GetOwningPlayer(d)
    local player pu = GetOwningPlayer(u)
    local integer i = 0
    local integer i2 = 0
    local force f = CreateForce()
    local string array s
    local boolean array bg
    local integer gold = GetRandomInt(AssistanceSystem_InitialRandom(), AssistanceSystem_EndingRandom())
    local string losegold
    local boolean bounty = AssistanceSystem_ShareBounty()
    //Add players to a force to prevent a force leak
    //when messaging all players:
    loop
        exitwhen i > 11
        call ForceAddPlayer(f, Player(i))
        set i=i+1
    endloop
    set i=0
    if bounty == true then
        //If the the unit doesnt have the bounty gold to lose,
        //set the gold lost to its current gold:
        if GetPlayerState(pd, ConvertPlayerState(1)) <= gold then
            set gold = GetPlayerState(pd, ConvertPlayerState(1))
        endif
        set losegold = "-" + I2S(gold)
        //Display bounty only if the assister has more than 0 gold:
        set i=1
        loop
            exitwhen i>13
            set s[i] = "+" + I2S(gold)
            set s[i+1] = "+" + I2S(gold / i+1)
            set i=i+1
        endloop
    endif
    set i = 0
    set i2 = 0
    //Start setting the assisters:
    loop
        exitwhen i > 11
        loop
            exitwhen i2 > 372 or udg_AssistanceTarget[i2+i] == d
            set i2 = i2 + 20
        endloop
        if GetPlayerSlotState(Player(i)) != ConvertPlayerSlotState(0) and Player(i) != pu and udg_AssistanceTarget[i2+i] == d then
            set assistplayer[i] = Player(i)
            set udg_AssistanceTarget[i2+i] = null
            set udg_Assistance_Count[GetConvertedPlayerId(Player(i))] = ( udg_Assistance_Count[GetConvertedPlayerId(Player(i))] + 1 )
        endif
        set i = i + 1
        set i2 = 0
    endloop
    set i = 1
    set i2 = 0
    //Resort the assisters list so there wont be an empty
    //assister slot:
    loop
        exitwhen i > 11
        loop
            exitwhen assistplayer[i2] != null or i2 > 11
            set i2 = i2 + 1
        endloop
        if assistplayer[i2] != null then
            set assister[i] = assistplayer[i2]
            set assistplayer[i2] = null
        endif
        set i = i + 1
        set i2 = 0
    endloop
    set i = 1
    set i2 = 2
    loop
        exitwhen i > 11
        if assister[i] == null then
            loop
                exitwhen i2 > 11 or assister[i2] != null
                if assister[i2] != null then
                    set assister[i] = assister[i2]
                    set assister[i2] = null
                endif
                set i2 = i2 + 1
            endloop
        endif
        set i = i + 1
        set i2 = i + 2
    endloop
    set i = 1
    if d == u then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_SuicideMessage() + ".")
    elseif u == null and d != u then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + ".")
    elseif assister[1] == null and assister[2] == null and assister[3] == null and assister[4] == null and assister[5] == null and assister[6] == null and assister[7] == null and assister[8] == null and assister[9] == null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + "!")
    elseif assister[1] != null and assister[2] == null and assister[3] == null and assister[4] == null and assister[5] == null and assister[6] == null and assister[7] == null and assister[8] == null and assister[9] == null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + "!")
        if bg[1] and bounty then
            call FadingTextSingle(assister[1], s[2], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
            call SetPlayerState(assister[1], ConvertPlayerState(1), GetPlayerState(assister[1], ConvertPlayerState(1)) + gold / 2)
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] == null and assister[4] == null and assister[5] == null and assister[6] == null and assister[7] == null and assister[8] == null and assister[9] == null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + " and " + GetPlayerNameColored(assister[2]) + "!")
        if bg[2] and bounty then
            loop
                exitwhen i > 2
                call FadingTextSingle(assister[i], s[3], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 3)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] == null and assister[5] == null and assister[6] == null and assister[7] == null and assister[8] == null and assister[9] == null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", and " + GetPlayerNameColored(assister[3]) + "!")
        if bg[3] and bounty then
            loop
                exitwhen i > 3
                call FadingTextSingle(assister[i], s[4], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 4)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] != null and assister[5] == null and assister[6] == null and assister[7] == null and assister[8] == null and assister[9] == null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", " + GetPlayerNameColored(assister[3]) + ", and " + GetPlayerNameColored(assister[4]) + "!")
        if bg[4] and bounty then
            loop
                exitwhen i > 4
                call FadingTextSingle(assister[i], s[5], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 5)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] != null and assister[5] != null and assister[6] == null and assister[7] == null and assister[8] == null and assister[9] == null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", " + GetPlayerNameColored(assister[3]) + ", " + GetPlayerNameColored(assister[4]) + ", and " + GetPlayerNameColored(assister[5]) + "!")
        if bg[5] and bounty then
            loop
                exitwhen i > 5
                call FadingTextSingle(assister[i], s[6], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 6)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] != null and assister[5] != null and assister[6] != null and assister[7] == null and assister[8] == null and assister[9] == null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", " + GetPlayerNameColored(assister[3]) + ", " + GetPlayerNameColored(assister[4]) + ", " + GetPlayerNameColored(assister[5]) + ", and " + GetPlayerNameColored(assister[6]) + "!")
        if bg[6] and bounty then
            loop
                exitwhen i > 6
                call FadingTextSingle(assister[i], s[7], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 7)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] != null and assister[5] != null and assister[6] != null and assister[7] != null and assister[8] == null and assister[9] == null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", " + GetPlayerNameColored(assister[3]) + ", " + GetPlayerNameColored(assister[4]) + ", " + GetPlayerNameColored(assister[5]) + ", " + GetPlayerNameColored(assister[6]) + ", and " + GetPlayerNameColored(assister[7]) + "!")
        if bg[7] and bounty then
            loop
                exitwhen i > 7
                call FadingTextSingle(assister[i], s[8], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 8)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] != null and assister[5] != null and assister[6] != null and assister[7] != null and assister[8] != null and assister[9] == null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", " + GetPlayerNameColored(assister[3]) + ", " + GetPlayerNameColored(assister[4]) + ", " + GetPlayerNameColored(assister[5]) + ", " + GetPlayerNameColored(assister[6]) + ", " + GetPlayerNameColored(assister[7]) + ", and " + GetPlayerNameColored(assister[8]) + "!")
        if bg[8] and bounty then
            loop
                exitwhen i > 8
                call FadingTextSingle(assister[i], s[9], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 8)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] != null and assister[5] != null and assister[6] != null and assister[7] != null and assister[8] != null and assister[9] != null and assister[10] == null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", " + GetPlayerNameColored(assister[3]) + ", " + GetPlayerNameColored(assister[4]) + ", " + GetPlayerNameColored(assister[5]) + ", " + GetPlayerNameColored(assister[6]) + ", " + GetPlayerNameColored(assister[7]) + ", " + GetPlayerNameColored(assister[8]) + ", and " + GetPlayerNameColored(assister[9]) + "!")
        if bg[9] and bounty then
            loop
                exitwhen i > 9
                call FadingTextSingle(assister[i], s[10], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 8)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] != null and assister[5] != null and assister[6] != null and assister[7] != null and assister[8] != null and assister[9] != null and assister[10] != null and assister[11] == null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", " + GetPlayerNameColored(assister[3]) + ", " + GetPlayerNameColored(assister[4]) + ", " + GetPlayerNameColored(assister[5]) + ", " + GetPlayerNameColored(assister[6]) + ", " + GetPlayerNameColored(assister[7]) + ", " + GetPlayerNameColored(assister[8]) + ", " + GetPlayerNameColored(assister[9]) + ", and " + GetPlayerNameColored(assister[10]) + "!")
        if bg[10] and bounty then
            loop
                exitwhen i > 10
                call FadingTextSingle(assister[i], s[11], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 8)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] != null and assister[5] != null and assister[6] != null and assister[7] != null and assister[8] != null and assister[9] != null and assister[10] != null and assister[11] != null and assister[12] == null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", " + GetPlayerNameColored(assister[3]) + ", " + GetPlayerNameColored(assister[4]) + ", " + GetPlayerNameColored(assister[5]) + ", " + GetPlayerNameColored(assister[6]) + ", " + GetPlayerNameColored(assister[7]) + ", " + GetPlayerNameColored(assister[8]) + ", " + GetPlayerNameColored(assister[9]) + ", " + GetPlayerNameColored(assister[10]) + ", and " + GetPlayerNameColored(assister[11]) + "!")
        if bg[11] and bounty then
            loop
                exitwhen i > 11
                call FadingTextSingle(assister[i], s[12], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 8)
                set i = i + 1
            endloop
        endif
    elseif assister[1] != null and assister[2] != null and assister[3] != null and assister[4] != null and assister[5] != null and assister[6] != null and assister[7] != null and assister[8] != null and assister[9] != null and assister[10] != null and assister[11] != null and assister[12] != null then
        call DisplayTimedTextToForce(f, 10, GetPlayerNameColored(pd) + " " + AssistanceSystem_DeathMessage() + " by " + GetPlayerNameColored(pu) + " " + AssistanceSystem_AssistMessage() + " " + GetPlayerNameColored(assister[1]) + ", " + GetPlayerNameColored(assister[2]) + ", " + GetPlayerNameColored(assister[3]) + ", " + GetPlayerNameColored(assister[4]) + ", " + GetPlayerNameColored(assister[5]) + ", " + GetPlayerNameColored(assister[6]) + ", " + GetPlayerNameColored(assister[7]) + ", " + GetPlayerNameColored(assister[8]) + ", " + GetPlayerNameColored(assister[9]) + ", " + GetPlayerNameColored(assister[10]) + ", " + GetPlayerNameColored(assister[11]) + ", and " + GetPlayerNameColored(assister[12]) + "!")
        if bg[12] and bounty then
            loop
                exitwhen i > 12
                call FadingTextSingle(assister[i], s[13], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
                call SetPlayerState(assister[i], ConvertPlayerState(1), GetPlayerState(assister[i], ConvertPlayerState(1)) + gold / 8)
                set i = i + 1
            endloop
        endif
    endif
    if bounty and IsUnitEnemy(d, pu) and GetPlayerState(pd, ConvertPlayerState(1)) > 0 then
        call FadingTextSingle(pu, s[1], 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
        call FadingTextSingle(pd, losegold, 255, 220, 0, GetUnitX(d), GetUnitY(d), 0.03, 2, 5)
        call SetPlayerState(pu, ConvertPlayerState(1), GetPlayerState(pu, ConvertPlayerState(1)) + gold)
        call SetPlayerState(pd, ConvertPlayerState(1), GetPlayerState(pd, ConvertPlayerState(1)) - gold)
    endif
    set i=0
    call DestroyForce(f)
    set d=null
    set u=null
    set pd=null
    set pu=null
    set f=null
endfunction

function AssistanceSystem_Register takes unit u returns nothing
    call TriggerRegisterUnitEvent(gg_trg_AssistanceSystem, u, ConvertUnitEvent(52))
endfunction

function InitTrig_AssistanceSystem takes nothing returns nothing
    local rect r = GetWorldBounds()
    local group g = CreateGroup()
    local unit temp
    local trigger Death = CreateTrigger()
    set gg_trg_AssistanceSystem = CreateTrigger()
    call GroupEnumUnitsInRect(g, r, null)
    loop
        set temp=FirstOfGroup(g)
        exitwhen temp==null
        if IsUnitType(temp, UNIT_TYPE_HERO) then
            call TriggerRegisterUnitEvent(gg_trg_AssistanceSystem, temp, ConvertUnitEvent(52))
        endif
        call GroupRemoveUnit(g,temp)
        set temp=null
    endloop
    call DestroyGroup(g)
    call TriggerRegisterAnyUnitEventBJ(Death, EVENT_PLAYER_UNIT_DEATH)
    call TriggerAddCondition(Death, Condition(function AssistanceSystem_DeathCondition))
    call TriggerAddAction(Death, function AssistanceSystem_DeathActions)
    call RemoveRect(r)
    set g=null
    set r=null
    set Death=null
    call TriggerAddAction( gg_trg_AssistanceSystem, function AssistanceSystem_Timer)
endfunction

there it is.. didnt change anything except for this line i added to tally assists for my multiboard..

Code:
set udg_Assistance_Count[GetConvertedPlayerId(Player(i))] = ( udg_Assistance_Count[GetConvertedPlayerId(Player(i))] + 1 )
 
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  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
  • Ghan Ghan:
    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
  • The Helper The Helper:
    Power back on finally - all is good here no damage
    +2
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    New recipe is another summer dessert Berry and Peach Cheesecake - https://www.thehelper.net/threads/recipe-berry-and-peach-cheesecake.194169/

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