A Player Question..

Yizzy

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What's the diffenace between the four natural players?

Is there anything you can't remove by triggers?
 

polo2005

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victim is allied with hostile and agains everone else exept passive
same goes for hostile
extra isnt allied with anyone exept passive
passive is allied with all

and for you question about if there is anything that that cant be removed by triggers, i think there is SOME things that cant be removed by triggers :p
 

Yizzy

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Thank you, how about the differance between passive and a player that is set to none.

Units owned by passive seem to respone to attack while a none player's dosen't, can I change that?
 

polo2005

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Thank you, how about the differance between passive and a player that is set to none.

Units owned by passive seem to respone to attack while a none player's dosen't, can I change that?

?
a palyer that is set to none will always respond like he should do if he was like a afk player?
and a passive can be edited to do otherthings by triggers oO
 

Yizzy

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I made a simple tirgger

Trigger:
  • Spawn Units
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint = (Point(-2825.00, 900.00))
      • Unit - Create 1 Footman for Neutral Passive at TempPoint facing 270.00 degrees
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Set TempPoint = (Point(-2825.00, -1700.00))
      • Unit - Order (Last created unit) to Move To TempPoint
      • Custom script: call RemoveLocation(udg_TempPoint)


if I attack these units they flee, if I change to any other neutral player the same thing happen, but if i chage it to say player 12, that is set to none, they don't respond at all, (as I want them to..)

So what the differance..? Melee trigger is disabled.
 

polo2005

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oO no ide, try to set them to computer instand of none
 

Yizzy

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I wanna use a netutral player, so I can use as many as possible of the other players for users.

I may also say that I have modified Creeps - Guard Return Distance and Creeps - Guard Return Time to some big values.

So that shouldn't casue a problem. They run just fine as long as I don't attack 'em. Then they begin running to other places..

eg. attacking the attacker, or returning to spawn/guard point.. Some guard script is fired when they get attacked? ..
 

Yizzy

New Member
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12 User TD..?

BUMP

If I wanna use natural players for creeps, in say a TD, so that I can have 12 users. How do I stop them from doing things on their own and do what I trigger 'em to do?

I made a simple trigger for this:
Trigger:
  • Spawn Units
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint = (Point(-2825.00, 900.00))
      • Unit - Create 1 Footman for Neutral Passive at TempPoint facing 270.00 degrees
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Set TempPoint = (Point(-2825.00, -1700.00))
      • Unit - Order (Last created unit) to Move To TempPoint
      • Custom script: call RemoveLocation(udg_TempPoint)


I have modified Creeps - Guard Return Distance and Creeps - Guard Return Time to some big values.

They run just fine as long as I don't attack 'em.

If I use neutral hostile they attack the attacker.
If I use neutral passive then they flee.

Some guard script is fired when they get attacked?

If I use Player 12 and this trigger:
Trigger:
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Make Player Group - Player 12 (Brown) treat (All players) as an Neutral

Then it works as I want, but then I can't have a user as Player 12..

Any ideas?
 

Larcenist

REP: Respect, Envy, Prosperity?
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Convert it to a custom script and use Player(12), Player(13), Player(14) and Player(15), I think those are the different neutrals.
 

Yizzy

New Member
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Convert it to a custom script and use Player(12), Player(13), Player(14) and Player(15), I think those are the different neutrals.

Convert what?

And as far as I know Player(12) is equal to neutral hostile. I tested and got same result as with neutral hostile.
 

Yizzy

New Member
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20
you can use neutral passive and make sure
Can flee {} as in not checked then they should fight

Nope, I unchecked Stats - Can Flee on footman, same result, both nutral passive and hostile flee.. but hostile sometimes attack :banghead:
 

Larcenist

REP: Respect, Envy, Prosperity?
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JASS:
function Trig_TreatAsEnemy_Actions takes nothing returns nothing
    local integer i = 0
    loop
        exitwhen i > 11
        call SetPlayerAllianceStateBJ( Player(12), Player(i), bj_ALLIANCE_UNALLIED )
        call SetPlayerAllianceStateBJ( Player(13), Player(i), bj_ALLIANCE_UNALLIED )
        call SetPlayerAllianceStateBJ( Player(14), Player(i), bj_ALLIANCE_UNALLIED )
        call SetPlayerAllianceStateBJ( Player(15), Player(i), bj_ALLIANCE_UNALLIED )
        call SetPlayerAllianceStateBJ( Player(i), Player(12), bj_ALLIANCE_UNALLIED )
        call SetPlayerAllianceStateBJ( Player(i), Player(13), bj_ALLIANCE_UNALLIED )
        call SetPlayerAllianceStateBJ( Player(i), Player(14), bj_ALLIANCE_UNALLIED )
        call SetPlayerAllianceStateBJ( Player(i), Player(15), bj_ALLIANCE_UNALLIED )
        
        set i = i + 1
    endloop
endfunction

//===========================================================================
function InitTrig_TreatAsEnemy takes nothing returns nothing
    set gg_trg_TreatAsEnemy = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_TreatAsEnemy, .5 )
    call TriggerAddAction( gg_trg_TreatAsEnemy, function Trig_TreatAsEnemy_Actions )
endfunction


That should do it just fine. Make sure you name the trigger "TreatAsEnemy" without the ".
 

Yizzy

New Member
Reaction score
20
With that both neutral passive and hostile usually attack but.. but both sometimes flee :banghead:

Made a demo map, they should just ignore the towers and attacks..
 

Attachments

  • td_demo_test.w3x
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