DiDdY
New Member
- Reaction score
- 14
Hello TheHelper.Net users - again.
Problem 1:
Today, I am wondering wether it is possible to set the Build Time of a unit to 0.
Well yes, if you've ever played 'Battle for Northton Town', or 'MoneyShot' then you'd know, that you have a Command Centre, which moves. From this, you can hire units, but unfortunately the limits don't work for hiring units.
So, is there anyway to either make units trainable in 0 seconds, OR, make hireable units have limits. Or, is my trigger just wrong?
Problem 2:
Okay, so my next problem.
So (you might be familiar with these as they're adapted versions from Ryoko's Hero Tarven Tutorial), I stumble across a problem - why can they still be bought from the tarven? You buy one and you can buy two hundred more.
Also, why can both teams get these units when these triggers clearly state otherwise;
I mean, come on? And yes, all the 'Teams[1]' and 'Teams[2]' should be set at map int:
Well, theres millions of problems, so I'll just leave you with these for now. I've attatched the map incase you want to see beyond the triggers.
PS: Leak pointing out would be great.
Link to Map: http://habtown.net/uploader/upload/1216628233.w3x
Problem 1:
Today, I am wondering wether it is possible to set the Build Time of a unit to 0.
Code:
Max Units
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player Group - Pick every player in Teams[1] and do (Actions)
Loop - Actions
Player - Limit training of Engineer Marine to 1 for (Picked player)
Player - Limit training of Heavy Assault Unit (Alliance) to 2 for (Picked player)
Player - Limit training of Assault Marine to 15 for (Picked player)
Player - Limit training of Flamer Marine (Human) to 10 for (Picked player)
Player - Limit training of Light Artillary Marine (Gnome) to 3 for (Picked player)
Player - Limit training of AT Marine (Dreani) to 10 for (Picked player)
Player - Limit training of Rifle Marine to 15 for (Picked player)
Player - Limit training of APC to 5 for (Picked player)
Player - Limit training of Sniper Marine to 3 for (Picked player)
Player - Limit training of Repair Unit to 1 for (Picked player)
Player - Limit training of Chaingun Marine (Human) to 5 for (Picked player)
Player Group - Pick every player in Teams[2] and do (Actions)
Loop - Actions
Player - Limit training of Engineer Marine (Undead) to 1 for (Picked player)
Player - Limit training of Heavy Assault Unit to 2 for (Picked player)
Player - Limit training of Assault Marine (Troll) to 15 for (Picked player)
Player - Limit training of Flamer Marine to 10 for (Picked player)
Player - Limit training of Light Artillary Marine to 3 for (Picked player)
Player - Limit training of AT Marine to 10 for (Picked player)
Player - Limit training of Rifle Marine (Orc) to 15 for (Picked player)
Player - Limit training of APC to 5 for (Picked player)
Player - Limit training of Sniper Marine (Orc) to 3 for (Picked player)
Player - Limit training of Repair Unit (Goblin Horde) to 1 for (Picked player)
Player - Limit training of Chaingun Marine to 5 for (Picked player)
Well yes, if you've ever played 'Battle for Northton Town', or 'MoneyShot' then you'd know, that you have a Command Centre, which moves. From this, you can hire units, but unfortunately the limits don't work for hiring units.
So, is there anyway to either make units trainable in 0 seconds, OR, make hireable units have limits. Or, is my trigger just wrong?
Problem 2:
Okay, so my next problem.
Code:
Map Initialization
Events
Map initialization
Conditions
Actions
Set Total_Heroes = 4
Set Hero_Array[1] = Jet Pack Marine
Set Hero_Array[2] = Jet Pack Marine (Dwarf)
Set Hero_Array[3] = Long Range Rocket Artillary Unit (Horde)
Set Hero_Array[4] = Long Range Rocket Artillary Unit
Code:
Move Heroes
Events
Unit - A unit enters JetPack1 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to ((Owner of (Entering unit)) start location)
Code:
JetPackHordePick
Events
Unit - A unit enters JetPack1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (==) Jet Pack Marine
Actions
Player - Make (Unit-type of (Triggering unit)) Unavailable for training/construction by (Owner of (Triggering unit))
Game - Display to (All players) the text: (A player has chosen a + (Name of (Triggering unit)))
Wait 60.00 seconds
Player - Make (Unit-type of (Triggering unit)) Available for training/construction by (Owner of (Triggering unit))
Code:
JetPackAlliancePick
Events
Unit - A unit enters JetPack1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (==) Jet Pack Marine (Dwarf)
Actions
Player - Make (Unit-type of (Triggering unit)) Unavailable for training/construction by (Owner of (Triggering unit))
Game - Display to (All players) the text: (A player has chosen a + (Name of (Triggering unit)))
Wait 60.00 seconds
Player - Make (Unit-type of (Triggering unit)) Available for training/construction by (Owner of (Triggering unit))
So (you might be familiar with these as they're adapted versions from Ryoko's Hero Tarven Tutorial), I stumble across a problem - why can they still be bought from the tarven? You buy one and you can buy two hundred more.
Also, why can both teams get these units when these triggers clearly state otherwise;
Code:
AllianceHordeOnly
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player Group - Pick every player in Teams[1] and do (Actions)
Loop - Actions
Player - Make Jet Pack Marine Unavailable for training/construction by (Picked player)
Player - Make Long Range Rocket Artillary Unit (Horde) Unavailable for training/construction by (Picked player)
Player - Make Jet Pack Marine (Dwarf) Unavailable for training/construction by (Picked player)
Player - Make Long Range Rocket Artillary Unit Unavailable for training/construction by (Picked player)
Player Group - Pick every player in Teams[2] and do (Actions)
Loop - Actions
Player - Make Jet Pack Marine (Dwarf) Unavailable for training/construction by (Picked player)
Player - Make Long Range Rocket Artillary Unit Unavailable for training/construction by (Picked player)
Player - Make Jet Pack Marine Unavailable for training/construction by (Picked player)
Player - Make Long Range Rocket Artillary Unit (Horde) Unavailable for training/construction by (Picked player)
I mean, come on? And yes, all the 'Teams[1]' and 'Teams[2]' should be set at map int:
Code:
Team Variables
Events
Map initialization
Conditions
Actions
Player Group - Add Player 1 (Red) to Teams[1]
Player Group - Add Player 2 (Blue) to Teams[1]
Player Group - Add Player 3 (Teal) to Teams[1]
Player Group - Add Player 4 (Purple) to Teams[1]
Player Group - Add Player 5 (Yellow) to Teams[1]
Player Group - Add Player 6 (Orange) to Teams[1]
Player Group - Add Player 7 (Green) to Teams[2]
Player Group - Add Player 8 (Pink) to Teams[2]
Player Group - Add Player 9 (Gray) to Teams[2]
Player Group - Add Player 10 (Light Blue) to Teams[2]
Player Group - Add Player 11 (Dark Green) to Teams[2]
Player Group - Add Player 12 (Brown) to Teams[2]
Set RandomPoint = (Random integer number between 0 and 3)
Well, theres millions of problems, so I'll just leave you with these for now. I've attatched the map incase you want to see beyond the triggers.
PS: Leak pointing out would be great.
Link to Map: http://habtown.net/uploader/upload/1216628233.w3x