Trigger Help: I need to use (know) then Legion TD bounty system.

Accname

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you screwed up your map in what kind of way? What does and what does not happen?
 

Accname

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You know that you can save a map with different names right? Make a backup, try it out, see if you screwed up, if you did, post again. What are you making a fuzz about a problem which doesnt even yet exist?
 

Draphcone

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okay before this gets further and further away from what i'm asking, i don't really understand your triggers in the first place. i appreciate your help and you are certainly not obliged to help me, but our previous 6 replies aren't helping at all.
 

Accname

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Maybe because i dont really understand what you are trying to ask, well, whatever, lets go through the triggers one by one:

First trigger, tower is being build, add it to a tower group.
This is important to keep track of all the towers in the game and to boost the performance.
Its a very simple trigger, you should really be able to reconstruct it.
Trigger:
  • Tower Register
    • Events
      • Unit - A unit finishes construction
    • Conditions
    • Actions
      • Unit Group- Add (Triggering unit) to Game_TowerGroup

Next trigger: This one is to clean up the tower group if a tower is being destroyed. Maybe because the tower got sold by the owner or destroyed by the builder, whatever the reason might be.
This is not for the actual units which fight but only for the towers which are build!
The unit is being removed at the end to boost performance, nobody wants a laggy game because one player is spamming corpses.
Trigger:
  • Tower Salvage
    • Events
      • Unit - A unit dies
    • Conditions
      • ((Triggering unit) is in Game_TowerGroup) == True
    • Actions
      • Unit Group- Remove (Triggering unit) from Game_TowerGroup
      • Unit - Remove (Triggering unit) from the game

This one is important, it will make the player unable to control his units not the towers he constructed but the units which are fighting in the end.
This is how it works.
Is a unit ordered an order, any order, the trigger will turn itself off. This is very critical because we are going to order the unit to do somthing inside and if we dont the game will crash with an infinite loop.
Then, we order the unit to attack/move to its own location, that means, attack any enemy in range or use autocast abilities like heal or faerie fire, etc.
Its basically the "smart" order.
And of course, memory leak removal and turning the trigger on again.
Trigger:
  • Tower UnControllable
    • Events
      • Unit - A unit is issued an order targeting a point
      • Unit - A unit is issued an order targeting an object
      • Unit - A unit is issued an order
    • Conditions
      • ((Triggering unit) is in Game_SoldierGroup) == True
    • Actions
      • Trigger - Turn off (This trigger)
      • Set Temp_Point = (Position of (Triggering unit))
      • Unit - Order (Triggering unit) to attack/move to Temp_Point
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Trigger - Turn on (This trigger)

This one is critical.
No events no conditions, why is that? Because this trigger is called from another trigger.
It is called when your "round" starts, that is, when your creeps are being spawned, etc etc.
You just call this trigger with the action "Trigger - run XXX<gen> (ignoring conditions)" when you need it.
Now what happens:
The builder is hidden (in order to not allow the player to further construct towers, it wouldnt bug the system but it would not be very "nice". You can change that if you like of course.

Then we pick all towers within the tower group, thats why we added the towers upon construction in the first place.
We hide the picked tower, get its position and then we create a unit at its position depending on what kind of tower we had.

This is the point where you can really increase performance by indexing tower types to unit types to remove those ugly "if/then/else" constructs and just get the unit type to be created out of a database.

At the end, we remove the leak for the position and save the unit into yet another group, the soldier group, not the tower group!
Trigger:
  • Tower Hide
    • Events
    • Conditions
    • Actions
      • Unit - Hide Player_Builder
      • Unit Group - Pick every unit in Game_TowerGroup and do (Actions)
        • Loop - Actions
          • Unit - Hide (Picked unit)
          • Set Temp_Point = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Gleich Soldat
            • Then Actions
              • Unit - Create 1 Footman for Player 1 (Red) at Temp_Point facing 270.00 degrees
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Gleich Scharfschütze
                • Then Actions
                  • Unit - Create 1 Rifleman for Player 1 (Red) at Temp_Point facing 270.00 degrees
                • Else - Actions
                  • Unit - Create 1 Priest for Player 1 (Red) at Temp_Point facing 270.00 degrees
                  • Unit - Order (Last created unit) to Human-Priest activate heal
          • Unit Group - Add (Last created unit) to Game_SoldierGroup
          • Custom script: call RemoveLocation (udg_Temp_Point)

This one is simple again.
It doesnt have any events nor conditions because it is called from another trigger just like the trigger to hide our towers and replace them with actual fighting units this one will do it in reverse.
Call it whenever you want the units to switch back to towers.

We pick all units within the soldier group and remove them from the group and then remove them from the game. They arent needed anymore.

Then we pick all of our towers in the tower group and just unhide them. They are still at their position they were build before, nothing has changed for them.

We also unhide the builder in case we hid it before.
Trigger:
  • Tower Unhide
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Game_SoldierGroup and do (Actions)
        • loop - Actions
          • Unit Group - Remove (Picked unit) from Game_SoldierGroup
          • Unit - Remove (Picked unit) from the game
      • Unit - Unhide Player_Builder
      • Unit Group - Pick every unit in Game_TowerGroup and do (Actions)
        • loop - Actions
          • Unit - Unhide (Picked unit)



Thats about the system.
The other triggers are just there to test the map with some actual creeps and scoreboard.

Now for the bounty system. Just use the regular bounty in warcraft 3. The units which are fighting there are your units, if they kill something its your kill and if the creep they killed would give bounty then its your bounty. Simple as that.
 

Draphcone

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yea i understand that your triggers are just like how legion TD works, but i was only interested to know how to get bounty like a player does in legion td, not the whole system, because my map doesn't have towers that turn into fighters or even turns/rounds and spawns at each turn/round.

maybe it's my fault i didn't make it clear in the first place.

basically in my map each player has a building where they can train units for gold to fight the opponent team, and when trained they are instantly 'given' to another player like legion td so the player can't control the unit. the unit is issued an order to move-attack the enemy building so it also fights units trained by the opponent player on the way. so because of this the player who trained the units can't get the bounty.

So based on your triggers, I think I'll need the "Tower Uncontrollable" one right? Other than that what else do I need? Anyway thanks for the detailed explanation.
 

Sil3nt

SUP?
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I've been working on a 'Legion TD' style map for a while. I used custom values to store the player number of the original owner of each unit. You could do something similar and change the custom value of the trained unit to the owner of training unit and then recreate the bounty system so it adds gold and displays the floating text for the owner of the unit.
 
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