Answer to this? O.o

MeTr01DPr1M3

New Member
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5
Well hello there mates. Hope I didn't go out of your minds for a little while ^_^.

Well I have a question for ya involving Unit Groups.

I am supposed to have a unit group that is not a structure and it is not mechanical. Now I already have set the Temp_Group to not be these things. But how can I order a unit to (let's say) storm bolt EACH and every one of the units in that Temp_Group?

Replies are much appreciated. :)

Thanks mates. :cool:
 

Darthfett

Aerospace/Cybersecurity Software Engineer
Reaction score
615
But how can I order a unit to (let's say) storm bolt EACH and every one of the units in that Temp_Group?

You can do this by using dummy units. Create one dummy for each picked unit, and order each dummy unit to storm bolt the picked unit.
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
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76
Code:
Actions
    Unit - Create 1 Dummy for Player at (Center of (Playable map area)) facing Default building facing degrees
    For each (Integer A) from 1 to (Number of units in (Units in (Playable map area))), do (Actions)
        Loop - Actions
            Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Matching unit)

Give the dummy unit a 99999 range storm bolt. Make it have 0 cooldown and 0 mana cost.
 

MeTr01DPr1M3

New Member
Reaction score
5
You can do this by using dummy units. Create one dummy for each picked unit, and order each dummy unit to storm bolt the picked unit.


But how am I supposed to do somethng for EACH picked unit? What should I use? Thanks mates. :cool:

I'll go grab a cold one right now...
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Code:
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
    Loop - Actions
        For each (Integer A) from 1 to (Number of units in (Units in (Playable map area))), do (Actions)
            Loop - Actions
                Unit - Create 1 Footman for Player 1 (Red) at (Position of (Picked unit)) facing Default building facing degrees
                Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)

Like this, but you would have to modify it.
 

Darthfett

Aerospace/Cybersecurity Software Engineer
Reaction score
615
Code:
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
    Loop - Actions
        Unit - Create 1 Footman for Player 1 (Red) at (Position of (Picked unit)) facing Default building facing degrees
        Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)

You don't need that Integer A. This should work fine, just change the group that it goes through.
 
E

Eternal_Pain

Guest
Consider altering the dummy the unit to have 0 movement speed and 0.00 turn rate. When the dummy unit is altered like so, you can have him cast many spells at one time (ones with 0 cooldown), you can have the dummy cast all the stormbolts at every single unit with just one dummy!

Code:
Untitled Trigger 002
    Events
    Conditions
    Actions
        Custom script:   local unit udg_TempUnit
        Set TempGroup = (Units in (Playable map area))
        Set TempPoint = (Position of (Triggering unit))
        Unit - Create 1 Peasant for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
        Set TempUnit = (Last created unit)
        Unit Group - Pick every unit in TempGroup and do (Actions)
            Loop - Actions
                Set TempPoint = (Position of (Picked unit))
                Unit - Move TempUnit instantly to TempPoint
                Unit - Order TempUnit to Human Mountain King - Storm Bolt (Picked unit)
        Unit - Add a 3.00 second Generic expiration timer to TempUnit
        Custom script:   call DestroyGroup(udg_TempGroup)
        Custom script:   set udg_TempGroup = CreateGroup()
        Custom script:   call RemoveLocation(udg_TempPoint)

I didn't test it, so I don't know if its 100% working, normally I do everything in jass, been a while since I used GUI XP

EDIT: Remember to remove all leaks! Don't forget the leaks! Start now and your map will be better off. :)
 
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