Working with units HELP!!

JuiceBox

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So I have this variable called HeroesGroup and after all the heroes are spawned, every unit in the playable area will be added to it. Does the units added include fountains (health/mana) already in the map? :confused: :confused:
 

Komaqtion

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Yes, it does... All units means what it says :p
You'll have to have some conditions in the unit group adding :D
 

jackall

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make a condition that checks if the picked units are heroes and player-owned(by human players of course)
 

JuiceBox

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Er... when you post, post your trigger.

Trigger:
  • Spawn Boss
    • Events
      • Time - Elapsed game time is 13.00 seconds
    • Conditions
    • Actions
      • Unit - Replace (Random unit from PeasantGroup) with a ??? using The new unit's default life and mana
      • Set Boss = (Last replaced unit)
      • Game - Display to (All players) for 5.00 seconds the text: The god of demons h...
      • Sound - Play FrostmourneChant1 <gen>
      • Trigger - Turn on Boss Death <gen>

This trigger spawns the boss (???)^

Trigger:
  • Spawn Heroes
    • Events
      • Time - Elapsed game time is 14.00 seconds
    • Conditions
    • Actions
      • Unit Group - Pick every unit in PeasantGroup and do (Actions)
        • Loop - Actions
          • Set HeroesInteger = (Random integer number between 1 and AllHeroes)
          • Unit - Replace (Picked unit) with a Heroes[AllHeroes] using The new unit's default life and mana
          • Set HeroesPlayer = (Last replaced unit)
          • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
          • Set Heroes[HeroesInteger] = Heroes[AllHeroes]
          • Set AllHeroes = (AllHeroes - 1)
      • Trigger - Turn on Hero Death <gen>
      • Trigger - Turn on Heroes Death <gen>

This trigger will spawn the heroes^

Trigger:
  • Alliances Variables
    • Events
      • Time - Elapsed game time is 15.00 seconds
    • Conditions
    • Actions
      • Set HeroesGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Not equal to ???))

Will this trigger add the heroes in HeroesGroup??^
 

Dest

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Trigger:
  • Alliances Variables
    • Events
      • Time - Elapsed game time is 15.00 seconds
    • Conditions
    • Actions
      • Set HeroesGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Not equal to ???))

Will this trigger add the heroes in HeroesGroup??^

I don't think so.
 

Komaqtion

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Why not just add a Boolean Comparison in the:
Trigger:
  • Set HeroesGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Not equal to ???))


Actions, checking if "(Matching unit) is a Hero Equal to True" :eek:
 

JuiceBox

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Yes, it does... All units means what it says :p
You'll have to have some conditions in the unit group adding :D

Oh, well I only have 2 fountains in the map.
I have a trigger that shows "defeat" to the players if the number of units in HeroesGroup = 0.
Should I change this to 2 then? :confused:
 

Hot

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Try this

Trigger:
  • Set HeroesGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
This only add heroes
 

JuiceBox

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Try this

Trigger:
  • Set HeroesGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
This only add heroes

But the ??? boss is also a hero. I don't want him to be added to HeroesGroup.

Here's what I want to do...
After 15 seconds, all peasants in the map will be randomly replaced with 1 boss and heroes. The problem with random units is there's no set player for the boss and the heroes since they're random.

How can I make it so that when all the heroes are killed, the boss wins? (& vice versa)
 

Dest

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But the ??? boss is also a hero. I don't want him to be added to HeroesGroup.

Here's what I want to do...
After 15 seconds, all peasants in the map will be randomly replaced with 1 boss and heroes. The problem with random units is there's no set player for the boss and the heroes since they're random.

How can I make it so that when all the heroes are killed, the boss wins?

Just remove the boss from the variable. Or, atleast, add all players' heroes to the variable.

Also, for the boss/heroes win/lose, it's easy. When boss is killed, make a wait (not required, but it would be nice) and then you victory all players. When heroes is killed, make a trigger that it checks them and if it finds that all heroes are dead, then make it to defeat them.
 

JuiceBox

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Just remove the boss from the variable. Or, atleast, add all players' heroes to the variable.

How do I do that? :confused:

Create the boss X seconds after "heroesGroup" has been set

But the boss has to be replaced first or else ALL my triggers get messed up.

Here's everything:

At beginning, players who are playing are given a peasant.
The peasants are added into a variable group (PeasantGroup).
In one of my triggers (check above), after the boss is spawned, all the peasants in the group are then replaced randomly with WarCraft 3 heroes.
If I make the heroes spawn first, then there will be no more peasants in the PeasantGroup to use for replacing the boss.

That's why I need the boss spawn first. :(
 

Komaqtion

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Where you set the conditions, there's a line called "And", where it lets you put 2 conditions instead of one...
Here you put both the Boolean Comparison to check if it's a hero, and also the Unit-Type conditions, checking if it's not the "Boss Hero-Type" :D
 

JuiceBox

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Where you set the conditions, there's a line called "And", where it lets you put 2 conditions instead of one...
Here you put both the Boolean Comparison to check if it's a hero, and also the Unit-Type conditions, checking if it's not the "Boss Hero-Type" :D

Ahhh!! That works!! :D :rolleyes: :p
+1 rep for everyone!! :)
 
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