Guide - Mazes

Jindo

Self
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460
You wouldnt even have to, if you clicked on a creep with permanent immolation, they wouldnt look different, they'd just hurt you when you collide!

I think i will add it good idea AceHart! :D

(added under collision trigger)

EDIT: also added 2 catapult triggers at the bottom of intermediate ideas! :D

~Jindo
 

Myzteryz

It only does everything.
Reaction score
90
theres a problem with the moving to more than 1 region triggers..

if at region3 you are ordered to move back to region1, you will most likely pass over region2 which will send him right back to region3
 

Jindo

Self
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460
if its in a triangular motion than that is least likely to happen, i will show a diagram:

~Jindo
 

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xPheRe

New Member
Reaction score
43
Check the destination of the unit
I use to store it in an array of unit-groups
Code:
Event
    A unit enters <Checkpoint[3]>
Condition
    (<Entering unit> belongs to <CheckpointGroup[3]>) equal to true
Action
    Remove <Entering unit> from <CheckpointGroup[3]>
    Add <Entering unit> to <CheckpointGroup[1]>
    Order <Entering unit> to <Attack-move> to <Checkpoint[1]>
(Off topic: Wow, I didn't notice I wrote my 200'th post! :) )
 

AceHart

Your Friendly Neighborhood Admin
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1,495
For simple, or not so simple even, setups, you can also just use the custom value of the unit to remember what region it's supposed to go to next.
Or what region it's coming from...
 

Jindo

Self
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460
Good ideas, and good points.

I mat add that trigger to advanced ideas except i dont quite understand what it does, if you could explain then i could add it with an explanation so that people will know for sure what it does :D.

Thanks to all who contributed with suggestions/ideas to the tutorial, help is appreciated :D!

~Jindo
 

xPheRe

New Member
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43
Two variables
Checkpoint - Region array
CheckpointGroup - Unitgroup array

Store in every Checkpoint index your checkpoint regions
Store in every CheckpointGroup index the units whose destination is Checkpoint

When a unit enters any checkpoint, it checks if it's his destination by checking if the relaed CheckpointGroup contains the entering unit.
If this is OK, order the unit to move to next region, remove from current group and add to next region group.

Example:
You have two checkpoint regions. Checkpoint[1] and Checkpoint[2]
You have three units walking to reach Checkpoint[1], then they're all grouped in CheckpointGroup[1]
When any unit arrives at Checkpoint[1] it will check if it belongs to CheckpointGroup[1]. Yes? So remove from CheckpointGroup[1], add it to CheckpointGroup[2] and order it to move to Checkpoint[2]

I'm not sure if I explain it well :p

Anyhow, if you're not using "Custom value of unit", it's easier AceHart's way
 

Jindo

Self
Reaction score
460
I kind of understand, 2 regions checkpoint[1] and checkpoint[2].

3 units which move to checkpoint[1], if they're in checkpoint[1], remove them from checkpoint[1] and add them to checkpoint[2] and vice versa when they land in checkpoint[2].

If that is true then i shall add it. I would add AceHart's idea but i dont understand that clearly at the moment so you would have to explain that also with an example, then i will add it ;).

So if i am right with what you're saying, i shall add it :D.

~Jindo
 

AceHart

Your Friendly Neighborhood Admin
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1,495
Simple example?
Here is one:

Imagine 3 regions.
Units are supposed to go from region 1 to region 2 to region 3,
then back to region 2 to region 1.

The obvious problem would be to decide what way to go after region 2.

So,

Unit enters region 1:
- order unit to attack-move to region 2
- set custom value of entering unit to 1

Unit enters region 3:
- order unit to attack-move to region 2
- set custom value of entering unit to 3

Unit enters region 2:
- IF custom value = 1 THEN order unit to region 3 ELSE order unit to region 1
- set custom value of unit to 2

So, basically, every unit "knows" what region it was coming from.
 

Jindo

Self
Reaction score
460
That is clever, i shall add both to the tutorial along with explanations in my own words explaining what you two said.

Adding at the bottom of Advanced Ideas.

~Jindo
 

Jindo

Self
Reaction score
460
I've now added the stuff.

Sorry, i've tried to slow it down, i shall slow it more if i can :D. I tried to get it to change once per second.

It is slower, hope it still not too fast :p.

~Jindo
 

Jindo

Self
Reaction score
460
bumping the thread :)

Thanks for the 4/5 everyone :D!

~Jindo

EDIT: adding a load of tips to help with ideas!
EDIT2: added 4 tips at the bottom of the tutorial, hope they help :D!
 
D

Decapatater

Guest
Or if you want the creep to kill you just do the same thing but on the creep not the player!

Code:
creep1
    Events
        Unit - A unit comes within 50.00 of creep1 0018 <gen>
    Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
    Actions
        Unit - Kill (Triggering unit)

Wouldn't that work?
 
D

Decapatater

Guest
They should make this thread a sticky thread because many people are going to want to make mazes!
 
D

DigitalBoy

Guest
I used this thread for about 60% of my first ever map which was also my first maze. Im just about done with my map just doing some testing with friends and small little fixed/additions. I will post some screenshots later once again thank you so much for this tutorial. I just noticed you adding something called "Patrolling through 3 regions without going in a triangular loop:" I had to do that in my map and I did it by having certain triggers turn on/off and it worked nicely.
 

Jindo

Self
Reaction score
460
Decapatater said:
Or if you want the creep to kill you just do the same thing but on the creep not the player!

Code:
creep1
    Events
        Unit - A unit comes within 50.00 of creep1 0018 <gen>
    Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
    Actions
        Unit - Kill (Triggering unit)

Wouldn't that work?

That would but you'd have to do it for every creep in the game.

@DigitalBoy: im so glad to hear that right now :D, thanks for using it :).

~Jindo
 
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