complicated dilemma I really need Help with, I have given a demo map.

Malli

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Ah thank you, yes it does work :). Now how do I get it to work for multiple gates.... Like you know that each monster has 5 lvl's, now I have 5 sets of monsters, as there are 5 gates. So for the 3rd gate, creep[11] would be needed for frost wyrm lvl 1. Then the next gate, this would be Creep[16] then lastly Creep[21]. Would I have to do some sort of maths in the trigger? Like 6 x 2 after every gate? Is that even possible :nuts:. Its the final hurdle for this whole project to be what I want it to be.... (Unless another problem crops up).
Respect,

(*$malli$*)
 

DiFm

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Yea I figured you wanted something like that so i optimized the triggers more making it very easy to insert extra gates extra townhall/keep/Castle/etc and townhall lvls and extra creeps.

Well a few questions: whenever a gate is destroyed the townhall should be upgraded right? so first gate is destroy townhall goes into keep second gate the keep goes into another thing?

Using selected variables is never good, always better to use global variables in order to easy upgrade later on.

Oke Well this systems Works like this:
Whenever a gate is destroyed the townhalls improves 1 lvl.
creeps are easily spawned at the location at the current gate with the proper lvl.

Code:
Melee Initialization
    Events
        Map initialization
    Conditions
    Actions
        Visibility - Disable fog of war
        Visibility - Disable black mask
        Floating Text - Create floating text that reads This would be team ... at (Center of Text 1 <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
        Floating Text - Create floating text that reads This would be team ... at (Center of Text 2 <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
        Set PlayerGroup = (All players matching (((Matching player) slot status) Equal to Is playing))
        Player Group - Pick every player in PlayerGroup and do (Actions)
            Loop - Actions
                Set Temp_Point = ((Picked player) start location)
                Unit - Create 1 Town Hall for (Picked player) at Temp_Point facing Default building facing degrees
                Custom script:   call RemoveLocation (udg_Temp_Point)
        Set Counter = 1
[COLOR="Red"]        Set Region[1] = Spawn 1 <gen>
        Set Region[2] = Spawn 2 <gen>
        Set Region[3] = Spawn 3 <gen>
        Set Region[4] = Spawn 4 <gen>[/COLOR]
        [COLOR="Lime"]Set Townhall_lvl[2] = Keep1[/COLOR]
        Set Creep[1] = Peon
        Set Creep[2] = Grunt
        Set Creep[3] = Raider
        Set Creep[4] = Tauren
        Set Creep[5] = Troll Headhunter
        Set Creep[6] = Demolisher
        Set Creep[7] = Kodo Beast
        Set Creep[8] = Wind Rider
        Set Creep[9] = Troll Batrider
        Set Creep[10] = Troll Witch Doctor
        For each (Integer A) from 1 to (Number of players), do (Actions)
            Loop - Actions
                Set Creep_lvl[(Integer A)] = 1
        Custom script:   call DestroyForce(udg_PlayerGroup)

The red lighted regions are the spawning regions. Region[1] means the first gate. region [2] is the second so if you wanna add more then you create a region set Region [5] = (the region you just created) and your done.

Whenever a gate is destroyed it moves up right when first gate is destroy Creep [6] comes and when second Creep [11] third creep[16]
and so on.

Also whenever a gate is destroyed the townhall uppgrades you just need to create a new varabile (preferably under the green lighted code)
set Townhall_lvl [3] = castle 1
set townhall_lvl [4] = Empire and so on.

here is the map.

EDit: the math for that is (1 + (5 x (Counter -1))) //Counter starts at 1 and whenever a gate is destroyed this actions goes :set Counter = (Counter +1) meaning when First gate is destroyed its (1 + (5 x (2 -1)) 2 - 1 = 1. 5x1 = 5. 1 + 5 = 6
 

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Malli

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Yes you are right I think, Everytime a gate is destroyed the town hall upgrades to keep then castle then barracks etc and each building has 5 lvl's in which you can spend $$$ to upgrade. So say if gate 1 is destroyed the Town hall turns into a Keep lvl 1 regardless of what the town halls lvl was. Then the next gate turns the Keep lvl ?? into a Castle lvl 1 etc etc.

Wow you are good at maths :eek:!!! How did you figure that out? Anyway im gunna impliment it into the main map and see how it goes. I will report back, thanks.
Respect,

(*$malli$*)
 

DiFm

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Oke then this system does just that :). haha thanks but there are some dudes here way better :).
 

Malli

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In the initialization bit, you made the town halls apear at the players starting location. But the starting location is at the hero selection where the whisps are.

Previously i had the town halls already placed where I wanted them to be, if I leave this bit out:

Code:
Melee Initialization
    Events
        Map initialization
    Conditions
    Actions
        Visibility - Disable fog of war
        Visibility - Disable black mask
        Floating Text - Create floating text that reads This would be team ... at (Center of Text 1 <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
        Floating Text - Create floating text that reads This would be team ... at (Center of Text 2 <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
[COLOR="Red"]        Set PlayerGroup = (All players matching (((Matching player) slot status) Equal to Is playing))
        Player Group - Pick every player in PlayerGroup and do (Actions)
            Loop - Actions
                Set Temp_Point = ((Picked player) start location)
                Unit - Create 1 Town Hall for (Picked player) at Temp_Point facing Default building facing degrees
                Custom script:   call RemoveLocation (udg_Temp_Point)[/COLOR]
        Set Counter = 1
        Set Region[1] = Spawn 1 <gen>
        Set Region[2] = Spawn 2 <gen>
        Set Region[3] = Spawn 3 <gen>
        Set Region[4] = Spawn 4 <gen>
        Set Townhall_lvl[2] = Keep1
        Set Creep[1] = Peon
        Set Creep[2] = Grunt
        Set Creep[3] = Raider
        Set Creep[4] = Tauren
        Set Creep[5] = Troll Headhunter
        Set Creep[6] = Demolisher
        Set Creep[7] = Kodo Beast
        Set Creep[8] = Wind Rider
        Set Creep[9] = Troll Batrider
        Set Creep[10] = Troll Witch Doctor
        For each (Integer A) from 1 to (Number of players), do (Actions)
            Loop - Actions
                Set Creep_lvl[(Integer A)] = 1
        Custom script:   call DestroyForce(udg_PlayerGroup)

Will it effect the whole thing? or do I need it in?
Respect,

(*$malli$*)
 

DiFm

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No you don't need it. I just made it so that if your only 2 players in team 1 only 2 Townhalls will be created.
 

Malli

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Im finding this very frustrating.... I have copied it exactly into the main map, following every detail, but the whole thing doesn't work o_O they dont move to the next gate, they don't change into the creep lvl 6 like they did.... Should i just change the (1+(5x(counter-1))) and keep everything ells the same... Because i have spent about 2 and a half hours trying to find out why it works with the test and not with mine.

I could pm you the main map so you can check it out yourself?
Respect,

(*$malli$*)
 

DiFm

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That would be great since its quite hard to see the problem from here.
WEll Otherwise make sure all varaiables are Right.
 

Malli

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For some reason i cannot attatch the map in a private message. Tell you what, as soon as you reply i will edit this message and attatch the map for about 5 mins. I will keep checking this thread :).
Respect,

(*$malli$*)
 

Malli

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I can only post new and attatch... here

*EDIT* Ok have fun.... btw its very messy atm lol..... :s
Respect,

(*$malli$*)
 

DiFm

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Dude :). well the reason it wont trigger is mostly coz You've have to many other triggers executing same time. I need to clean up alot of triggers for this. Btw Your Hero revive trigger you had a nice "1 trigger" version but instead you disabled it and used the one with 10 triggers why? And also you removed the triggers i had in The Initizlation trigger. You Could remove the part that created townhalls but not the rest. well its pretty soon fixed

Edit:srry double post :(

Edit: You using My Old triggers
 

Malli

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Yeah the hero revive thing, I couldnt get it to work for some reason.... When I clicked "enable" it came up with error, so I found another.... I wanted that one, but also I didnt know how to make it so that the west team revived at the west side and the east team revived at the east side, I also wanted a timer but couldnt get it to work in the GUI version.... Im learning :\. Thanks btw, I will give you full credit for this.

*Edit* Im currently making a custom loading screen for it while I am waiting :p.
Respect,

(*$malli$*)
 

DiFm

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oke just one thing? The gate in the middle?

when that gate goes down does both teams teams townhalls go up A lvl or none? or the side who killed it or what? Is it Invulnerable?


I was thinking of checking if the killing unit belongs to west team or east team But if West team can kille the other teams gate that messes it up so i need to find out what happen to the center gate.

Ill try to fix that revive system okey? You just have to set an If condition in it at the revive action.
 

Malli

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I was meaning to get rid of that centre gate, that should be a wall :p. I am putting a little teleport bit in the last room, that will teleport then to the ramp that leads to the northen part of the map.... If you want a full explanation of the game I will give one, but only if needed.

Anyway that gate in the middle is not meant to be there, its supposed to be a wall. That is the last room.... I havnt even made all 5 lvl's of the castle, barraks and fortress, just so you know :/.

*Edit* Oh and no, the west team cannot kill the East teams gates and same for other way round.
Respect,

(*$malli$*)
 

DiFm

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Oke well you want me to clean abit stuff up optmizing it? If you want then could you explain a bit about the triggers under the map?:

Player unit spawn


I could optimize all those triggers to probably 1 trigger same goes for a lot of the triggers.

But I know that sometimes there is also the feeling that it feels better to have done it yourself. so It's up to you well for now I fix the creep system. you could also Pm me about this so we dont have to make this thread so long.
 

Malli

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A h yes, the Player Unit Spawn, let me just say that this map was a totally different one (which I created, don't worry I haven't taken any1 ell's I started from scratch), then I decided to totally change it, so there are still some remnants of old map data. I am wanting to convert that, making it so that every time a creep spawns (you know 2 creeps for each person every 20 seconds etc etc), that player who owns them 2 creeps get some gold automatically so say like, One Crypt Fiend lvl 1 would give the "triggering player" 5 gold for each crypt fiend lvl 1. Then crypt fiend lvl 2 would give 8 gold for the "triggering player". <----- That is what I am planning on converting it too, if you want to you could do some sort of Trigger template which I just copy and paste for every different type of Unit and I just insert the gold values... But only if you want to.

Anyway Like I said a few of them are from the old map, like most of the events... In this new one im only making PVP events and maybe some monster events....

Anyway thanks very much for the help, and yes I think we should start Private Messaging as this thread is getting too long for just a 2 way conversation lol. If I have missed anything out please say.
Respect,

(*$malli$*)
 
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