Blocking In TD Assistance.

BlackRabbit

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http://www.thehelper.net/forums/showthread.php/156565-Maze-Blocking-(TD)?highlight=blocking

This was a thread I just viewed in my TD-searching experience. Anyone got any ideas on how to fix this? I was thinking of [if you've ever palyed Plants vs Zombies] "walnuts" in my TD. Right now, towers cannot be built in the run, but I've made a "walnut" unit that can be, and can block the maze, so that the creeps would have to kill it to continue. But if I use move, they run up to it, lose their move to region command, and wander off and do whatever they please. If I use attack/move, if there's no way to get from region 1 to region 2, they just stop at region one and wander off.
 

xPass

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Make every 0.10 seconds, order units in region to move to region. :D

By the way, Plants vs Zombies is awesome!!!
 

BlackRabbit

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How would that solve anything

And yes, it's a great game =P One of my friends suggested including "Walnuts"
 

TomTTT

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I'd say, make a periodic that picks all creeps (all units owned by player 12 I guess), then set a point and... Well here's an example:
Trigger:
  • Periodic
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set tmpUnitGroup[1] = (Units owned by Player 12 (Brown))
      • Unit Group - Pick every unit in tmpUnitGroup[1] and do (Actions)
        • Loop - Actions
          • Set tmpPoint = (Position of (Picked unit))
          • Set tmpUnitGroup[2] = (Units within 75.00 of tmpPoint)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain pathing at tmpPoint of type Walkability is off) Equal to True
            • Then - Actions
              • Unit Group - Pick every unit in tmpUnitGroup[2] and do (Unit - Remove (Picked unit) from the game)
            • Else - Actions
          • Custom script: call RemoveLocation(udg_tmpPoint)
          • Custom script: call DestroyGroup(udg_tmpUnitGroup[2])
      • Custom script: call DestroyGroup(udg_tmpUnitGroup[1])
 

BlackRabbit

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I love your thread, Tom, the only thing is, I NEED them to attack what's between them and their spawn point. Not just remove it from the game.
 

TomTTT

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So, and only now i noticed this, that I use Picked unit twice, so I need to set them to variables:
after we pick every unit in tmpUnitGroup[1], we set the picked unit to a tmpUnit[1] variable. Then, in the Then actions we do multilpe actions for tmpUnitGroup[2] and set the picked unit to tmpUnit[2], then we order tmpUnit[1] to attack tmpUnit[2]. I know I'm not supposed to ask that, and I've even told xPass about it, but I've been writing a lot and... +rep? :D
 

Whoareyou.

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So, and only now i noticed this, that I use Picked unit twice, so I need to set them to variables:
after we pick every unit in tmpUnitGroup[1], we set the picked unit to a tmpUnit[1] variable. Then, in the Then actions we do multilpe actions for tmpUnitGroup[2] and set the picked unit to tmpUnit[2], then we order tmpUnit[1] to attack tmpUnit[2]. I know I'm not supposed to ask that, and I've even told xPass about it, but I've been writing a lot and... +rep? :D
Not really writing, typing? [Rep addicter ;P]
 

xPass

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So, and only now i noticed this, that I use Picked unit twice, so I need to set them to variables:
after we pick every unit in tmpUnitGroup[1], we set the picked unit to a tmpUnit[1] variable. Then, in the Then actions we do multilpe actions for tmpUnitGroup[2] and set the picked unit to tmpUnit[2], then we order tmpUnit[1] to attack tmpUnit[2]. I know I'm not supposed to ask that, and I've even told xPass about it, but I've been writing a lot and... +rep? :D

Heh heh heh, we're both rep addicts :D
 

TomTTT

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Not really writing, typing? [Rep addicter ;P]

Heh heh heh, we're both rep addicts :D

Hehe... Well I am. I made loads of maps, created tons of triggers and really put my soul into helping someone. :( All I want is to get a nice amount of rep, because I do feel a bit ashamed that only like 5 of my total posts (out of 450+) gained rep.
Though I agree I'm a rep addict! :D
 

HeX.16

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Ah, easiest way of actually getting rep is being useful =/
And from what i just read of the 4 posts of yours here all didnt help or even clear up the problem.
Writing the trigger now.
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Issued order) Not equal to (Order(move))
      • ((Unit-type of (Triggering unit)) is A sapper) Not equal to False
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Then - Actions
      • Unit - Add classification of A sapper to (Triggering unit)
    • Else - Actions

Above adds classification to the units.
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • ((Triggering unit) is A sapper) Equal to False
    • Then - Actions
      • Unit - Order (Triggering unit) to Move To (Center of (Playable map area))
    • Else - Actions
      • Unit - Order (Triggering unit) to Attack-Move To (Center of (Playable map area))

That goes into your spawn trigger. Change the Triggering Unit to your units.
 

xPass

All aboard the xPass Express!
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Ah, easiest way of actually getting rep is being useful =/
And from what i just read of the 4 posts of yours here all didnt help or even clear up the problem.
Writing the trigger now.
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Issued order) Not equal to (Order(move))
      • ((Unit-type of (Triggering unit)) is A sapper) Not equal to False
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Then - Actions
      • Unit - Add classification of A sapper to (Triggering unit)
    • Else - Actions

Above adds classification to the units.
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • ((Triggering unit) is A sapper) Equal to False
    • Then - Actions
      • Unit - Order (Triggering unit) to Move To (Center of (Playable map area))
    • Else - Actions
      • Unit - Order (Triggering unit) to Attack-Move To (Center of (Playable map area))

That goes into your spawn trigger. Change the Triggering Unit to your units.

He is useful, just that not as in-depth as you :D
 

TomTTT

New Member
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44
Ah, easiest way of actually getting rep is being useful =/
And from what i just read of the 4 posts of yours here all didnt help or even clear up the problem.
Writing the trigger now.
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Issued order) Not equal to (Order(move))
      • ((Unit-type of (Triggering unit)) is A sapper) Not equal to False
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Then - Actions
      • Unit - Add classification of A sapper to (Triggering unit)
    • Else - Actions

Above adds classification to the units.
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • ((Triggering unit) is A sapper) Equal to False
    • Then - Actions
      • Unit - Order (Triggering unit) to Move To (Center of (Playable map area))
    • Else - Actions
      • Unit - Order (Triggering unit) to Attack-Move To (Center of (Playable map area))

That goes into your spawn trigger. Change the Triggering Unit to your units.

Well I guess you didn't go and take a look at the link he posted on the main post, or the trigger I created above?
He haven't said a word since I posted it and so you can't judge by that if it did help him or not. I DID help people. And I thank xPass for saying that :p
Being such a .... (nevermind) just cause you got yourself some of what others want, isn't called "help" right? Being so... Arrogant.
 

BlackRabbit

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3
Hey now. Let's not bite at each other's ankles about this. I'm sorry I haven't responded lately. Been busy with the business of making money, which WCIII mapping does NOT do. [sadly.]

I'll test out all of the triggers given above and see which one works for my purpose the best. The reason my creeps acted strangely was because I messed up one of my movement triggers. Either way, either with move or attack/move, they just get to the blockage and stop, even though they have an attack enabled [which really makes no sense to me...] and lose their move-to command entirely.

And as for most of your posts not getting rep, it's because you've been one of the three or four people to help me out with my questions, and I can't keep +rep-ing you! =P Trust me, your help is greatly appreciated, my friend. Everyone that responds is in some way helpful, and it means a ton I have a place I can submit my foolish questions to and get answers almost immediately.

Edit: @Hex. Explain your trigger slightly? I think I get the gist, but I don't want to be screwing with it not understanding it entirely.
 
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