Escape Help

;) I am a Helper from TH, so I will answer anything that I can.
If you run into me a lot, that's just a coincidence because I'm online currently and bored so I looked for questions.

EDIT: If you've finished the Escape and submitted it, I'd like to play it and see what my 'student' :)P) has made.

Anyway, back to topic.
Click on the name of the trigger (not Events, Conditions, nor Actions) But the name of the trigger above the Events, then Copy As Text, and Paste it here. Don't forget
Code:
 tags.
 
In short, sliding will move an unit to degree of (current unit facing degree) by 5 pixel or so every 0.05 or so second. this will make the unit slide (like fly, move forward) in a set speed (edit the duration and pixel to fastened or slow the speed)
 
Let me try the coppy thing. Hope this works!


Slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Set PlayerGroup2 = (All players controlled by a User player)
Player Group - Pick every player in PlayerGroup2 and do (Actions)
Loop - Actions
Set temp_group2 = (Units owned by (Picked player))
Unit Group - Pick every unit in temp_group2 and do (Actions)
Loop - Actions
Set temp_point = (Position of (Picked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at temp_point) Equal to Northrend - Ice
((Picked unit) is alive) Equal to True
Then - Actions
Unit - Move (Picked unit) instantly to (temp_point offset by 7.70 towards (Facing of (Picked unit)) degrees), facing (Facing of (Picked unit)) degrees
Set HeroSlideEffect[1] = (Position of (Picked unit))
Custom script: call RemoveLocation (udg_HeroSlideEffect[1])
Custom script: call RemoveLocation (udg_temp_point)
Custom script: call DestroyForce(udg_PlayerGroup2)
Custom script: call DestroyGroup(udg_temp_group2)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at temp_point) Equal to Northrend - Snow
((Picked unit) is alive) Equal to True
Then - Actions
Unit - Kill (Picked unit)
Custom script: call RemoveLocation (udg_HeroSlideEffect[1])
Custom script: call RemoveLocation (udg_temp_point)
Custom script: call DestroyForce(udg_PlayerGroup2)
Custom script: call DestroyGroup(udg_temp_group2)
Else - Actions
Custom script: call DestroyForce(udg_PlayerGroup2)
Custom script: call RemoveLocation (udg_temp_point)
Custom script: call DestroyGroup(udg_temp_group2)

oops looks kinda sloppy =(.
 
and what's the bug? Maybe the bug is the units moved are not only the ones on ice right or wrong?
 
OMG I did tell you to use
Code:
 tags.
Edit your post and use [Code] tags.
For now, I think your trigger is OK, however I must be missing something.
Anyway, fix your codes first.

EDIT:
R@i_no_Wyrm maybe right. Try using AND in the IF conditions.
 
you should use the code tags

EDIT:
OMG I did tell you to use
Code:
 tags.
Edit your post and use [Code] tags.
For now, I think your trigger is OK, however I must be missing something.
Anyway, fix your codes first.
[/QUOTE]

lol posted at the same time
 
maybe thay're trying to say you should put your codes like this
Code:
Slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Set PlayerGroup2 = (All players controlled by a User player)
Player Group - Pick every player in PlayerGroup2 and do (Actions)
Loop - Actions
Set temp_group2 = (Units owned by (Picked player))
Unit Group - Pick every unit in temp_group2 and do (Actions)
Loop - Actions
Set temp_point = (Position of (Picked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at temp_point) Equal to Northrend - Ice
((Picked unit) is alive) Equal to True
Then - Actions
Unit - Move (Picked unit) instantly to (temp_point offset by 7.70 towards (Facing of (Picked unit)) degrees), facing (Facing of (Picked unit)) degrees
Set HeroSlideEffect[1] = (Position of (Picked unit))
Custom script: call RemoveLocation (udg_HeroSlideEffect[1])
Custom script: call RemoveLocation (udg_temp_point)
Custom script: call DestroyForce(udg_PlayerGroup2)
Custom script: call DestroyGroup(udg_temp_group2)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at temp_point) Equal to Northrend - Snow
((Picked unit) is alive) Equal to True
Then - Actions
Unit - Kill (Picked unit)
Custom script: call RemoveLocation (udg_HeroSlideEffect[1])
Custom script: call RemoveLocation (udg_temp_point)
Custom script: call DestroyForce(udg_PlayerGroup2)
Custom script: call DestroyGroup(udg_temp_group2)
Else - Actions
Custom script: call DestroyForce(udg_PlayerGroup2)
Custom script: call RemoveLocation (udg_temp_point)
Custom script: call DestroyGroup(udg_temp_group2)

Is this right?
 
yes but if he edits his post and does so, than the if statements will be alligned correctly and it would be easyer to read.
 
The correct codes should have indents, that's why Bloodreaver should do it because when he copied the trigger, they should all have indents, to help see better.

OFF-TOPIC:
Let Wyrm finish this, I haven't finished my homerwork so gotta go offline.
 
Code:
Slide
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        Set PlayerGroup2 = (All players controlled by a User player)
        Player Group - Pick every player in PlayerGroup2 and do (Actions)
            Loop - Actions
                Set temp_group2 = (Units owned by (Picked player))
                Unit Group - Pick every unit in temp_group2 and do (Actions)
                    Loop - Actions
                        Set temp_point = (Position of (Picked unit))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Terrain type at temp_point) Equal to Northrend - Ice
                        ((Picked unit) is alive) Equal to True
                    Then - Actions
                        Unit - Move (Picked unit) instantly to (temp_point offset by 7.70 towards (Facing of (Picked unit)) degrees), facing (Facing of (Picked unit)) degrees
                        Set HeroSlideEffect[1] = (Position of (Picked unit))
                        Custom script:   call RemoveLocation (udg_HeroSlideEffect[1])
                        Custom script:   call RemoveLocation (udg_temp_point)
                        Custom script:   call DestroyForce(udg_PlayerGroup2)
                        Custom script:   call DestroyGroup(udg_temp_group2)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Terrain type at temp_point) Equal to Northrend - Snow
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Unit - Kill (Picked unit)
                                Custom script:   call RemoveLocation (udg_HeroSlideEffect[1])
                                Custom script:   call RemoveLocation (udg_temp_point)
                                Custom script:   call DestroyForce(udg_PlayerGroup2)
                                Custom script:   call DestroyGroup(udg_temp_group2)
                            Else - Actions
                                Custom script:   call DestroyForce(udg_PlayerGroup2)
                                Custom script:   call RemoveLocation (udg_temp_point)
                                Custom script:   call DestroyGroup(udg_temp_group2)

DID I DO IT?!!?
 
easier to read...?

For your q :
... maybe the bug has something to do with grouping the units. Maybe the WE hasn't finished checking the units yet and the next periodic event must be ran. Why don't try to get it for 1 seconds just in case of chacking bugs?
 
To create a special effect if I want it when the unit slides

Hmm anyone have a different slide thingy I can use?
 
Code:
Unit - Move (Picked unit) instantly to (temp_point offset by 7.70 towards (Facing of (Picked unit)) degrees), facing (Facing of (Picked unit)) degree
This leaks replace with:
Code:
Set temp_point2 = (temp_point offset by 7.70 towards (Facing of (Picked unit)) degrees)
Unit - Move (Picked unit) instantly to (temp_point2), facing (Facing of (Picked unit)) degree
Custom Script: call RemoveLocation (udg_temp_point2)

This trigger can also be cleared up alot, if it's an escape then you normally have 1 unit per player, the escaper, so just add them to a unit group and use this instead of the playergroup - unit group stuff.
 
To add to N2o), you can add all units to a Unit Group, so you don't have to pick and pick again all the time. If the unit is there from the beginning, you can set them 0.02 sec after the Initialization (it doesn't have to be 0.02, but I use 'Elapsed Time is 0.02')

But if the unit can be changed (sold and buy another one) Then re-set the sold unit to the Group.

So far, I think your trigger is okay. Have you used the correct terrain tiles?
 
Hmm why can't I make a slide trigger?

What other things can I clean the trigger up with?

Code:
Slide
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        Set PlayerGroup2 = (All players controlled by a User player)
        Player Group - Pick every player in PlayerGroup2 and do (Actions)
            Loop - Actions
                Set temp_group2 = (Units owned by (Picked player))
                Unit Group - Pick every unit in temp_group2 and do (Actions)
                    Loop - Actions
                        Set temp_point = (Position of (Picked unit))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Terrain type at temp_point) Equal to Northrend - Ice
                        ((Picked unit) is alive) Equal to True
                    Then - Actions
                        Set temp_point_2 = ((Center of (Playable map area)) offset by (7.70, (Facing of (Picked unit))))
                        Set HeroSlideEffect[1] = (Position of (Picked unit))
                        Unit - Move (Picked unit) instantly to temp_point_2, facing (Facing of (Picked unit)) degrees
                        Custom script:   call RemoveLocation (udg_HeroSlideEffect[1])
                        Custom script:   call RemoveLocation (udg_temp_point)
                        Custom script:   call RemoveLocation (udg_temp_point_2)
                        Custom script:   call DestroyForce(udg_PlayerGroup2)
                        Custom script:   call DestroyGroup(udg_temp_group2)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Terrain type at temp_point) Equal to Icecrown Glacier - Ice
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Set temp_point_2 = ((Center of (Playable map area)) offset by (7.70, (Facing of (Picked unit))))
                                Set HeroSlideEffect[1] = (Position of (Picked unit))
                                Unit - Move (Picked unit) instantly to temp_point_2, facing (Facing of (Picked unit)) degrees
                                Custom script:   call RemoveLocation (udg_HeroSlideEffect[1])
                                Custom script:   call RemoveLocation (udg_temp_point)
                                Custom script:   call RemoveLocation (udg_temp_point_2)
                                Custom script:   call DestroyForce(udg_PlayerGroup2)
                                Custom script:   call DestroyGroup(udg_temp_group2)
                            Else - Actions
                                Custom script:   call DestroyForce(udg_PlayerGroup2)
                                Custom script:   call RemoveLocation (udg_temp_point_2)
                                Custom script:   call RemoveLocation (udg_temp_point)
                                Custom script:   call DestroyGroup(udg_temp_group2)


This wont work either

Code:
Death
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        Set FlameLords = (Units of type FlameLord)
        Unit Group - Pick every unit in FlameLords and do (Actions)
            Loop - Actions
                Set temp_point = (Position of (Picked unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Picked unit) is alive) Equal to True
                (Terrain type at temp_point) Equal to Northrend - Snow
            Then - Actions
                Unit - Kill (Triggering unit)
                Custom script:   call RemoveLocation (udg_temp_point)
                Custom script:   call DestroyGroup(udg_FlameLords)
            Else - Actions
                Custom script:   call RemoveLocation (udg_temp_point)
                Custom script:   call DestroyGroup(udg_FlameLords)
 
.....I guess I have to make the triggers for him afterall :banghead: lol

Code:
Put into groups
    Events
       Time - Elapsed time Equal to 0.02
    Conditions
    Actions
       Set UG = (Units in (Playable Map Area) matching ((Owner of (Matching Unit)) is a User)

Code:
Slide you go
    Events
       Time - Every 0.02 seconds of game-time
    Conditions
    Actions
       Pick every unit in UG and do (Actions)
        Loop - Actions
           Set L = (Position of (Picked Unit))
           If (All Conditions are True) then (Actions) else (Actions)
             If - Conditions
               (Terrain type at L) Equal to Northrend - Ice
               ((Picked Unit) is Alive) Equal to True
             Then - Actions
               Set RL = (L by offset 5.00 degrees (Facing Angle of (Picked Unit))
               Unit - Move (Picked Unit) instantly to RL
               Custom Script: call RemoveLocation(udg_RL)
             Else - Actions
               Do nothing
           Custom Script: RemoveLocation(udg_L)

Phew.... hope this time it works.
If you can understand this, then you should be able to make the death trigger.
 
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