Point value and Custom value?

Accname

2D-Graphics enthusiast
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1,462
custom value is an integer value which you set with trigger to a unit. at the beginning its always 0 for each unit but you can set it to every integral number with the action "unit - set custom value".
Point value is an integer value set in the object editor to a unit type. actually its the value of how much points you get for the training of this unit at the end of the game, however this is useless within custom games and you can use it to customize some features for your map. the point value of a unit is always set in the object editor and cannot be set to something else during the game. also all units of the same type got the same point value.
 

Flare

Stops copies me!
Reaction score
662
Custom value can be used for indexing units (as a quick reference to a specific unit or arrayed variables associated with it, for any particular reason) or as a kill counter (or a variety of other things) whereas point value can be used for things that would normally be constant throughout the game, such as the number of points a player might get for killing a unit of that type (so if a Footman had 3 point value, you could trigger a scoring system so that when a Footman dies, <Point value> is added to the killer's score)
 

Accname

2D-Graphics enthusiast
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1,462
that depends on what you wanna do. you could save how many trees are near your lumbermill in the custom value for example with a trigger like this:
Code:
Untitled Trigger 001
    Events
    Conditions
    Actions
        Set TempGroup = (Units in (Playable map area)((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lumbermill)))
        Unit Group - Pick every unit in TempGroup and do (Actions)
            Loop - Actions
                Set TempPoint = (Target point of ability being cast)
                Destructible - Pick every destructible within 256.00 of TempPoint and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Destructible-type of (Picked destructible)) Equal to Tree
                            Then - Actions
                                Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 1)
                            Else - Actions
                Custom script: call RemoveLocation (udg_TempPoint)
        Custom script: call DestroyGroup (udg_TempGroup)
then you could make it give you gold depending on how many trees are surrounding your lumbermill. each custom value would have been set for each lumbermill individualy.

and you could use the point variable in towerdefense for sell tower abilitys. for example you set the point variable of a guard tower to the costs of a basic tower + the costs of the upgrade to a guard tower. then when you use the skill "sell" with your tower it gives you the point value of the tower as gold. this will be 100% refund for the basic tower and the guard tower upgrade.
 

DrEvil

FCRI Associate!
Reaction score
111
So point values

I could use as tower sell values , 75 % of tower 1's base cost , 75 % of Tower 1 + 2 cost's ?

Hmmm do they use point values in income maps ?
 

MaxTM

New Member
Reaction score
2
Well custom value is a bit useless for many maps, but it can for good use. Look post #5

BTW, Point Value is nice, as Accname said, it is used for end game score. But its good for like, making a index of all heroes on your map, so you can get them by they point value. Good for heroes randomizing trigger.
 
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