Count Every Hit a unit does

blooman

New Member
Reaction score
16
I'm wonder how the game counts how much hits a unit does
In the game Rabbits VS sheeps a treant appears after every 15 hits
Im wondering if i need a variable to count and add 1 to the variable every time it attacks?
If not tell me howD:
 

Lord_Kakashi

The Wabbits are attacking
Reaction score
27
I'm wonder how the game counts how much hits a unit does
In the game Rabbits VS sheeps a treant appears after every 15 hits
Im wondering if i need a variable to count and add 1 to the variable every time it attacks?
If not tell me howD:

Either that or you could use the units custom value which is essentially a variable stored within the unit "object." It's an integer type and can be manipulated quite easily..

Just reset it to 0 when it becomes =<15 and make a treant :)
 

Kikac_NNGK

Well-Known Member
Reaction score
33
Trigger:
  • Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Sheep/Rabbit
    • Actions
      • Set Attack_Count = (Attack_Count + 1)
      • Trigger - Turn on Trigger 2 &lt;gen&gt;

Trigger:
  • Trigger 2
    • Events
    • Conditions
      • Attack_Count Equal to 15
    • Actions
      • Set Attack_Count = 0
      • Unit - Create 1 Treant for Neutral Hostile at (*Your Point*) facing Default building facing degrees
      • Trigger - Turn off (This trigger)


Note: The second trigger is Initally Off. Attack_Count is an Integer variable

Btw im not 100% sure that it'll work
 

cleeezzz

The Undead Ranger.
Reaction score
268
Trigger:
  • Add Events
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempGroup = (Units in (Playable map area))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Trigger - Add to Damage Detect &lt;gen&gt; the event (Unit - (Picked unit) Takes damage)
      • Custom script: call DestroyGroup(udg_TempGroup)

Trigger:
  • Add Events2
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Damage Detect &lt;gen&gt; the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • Damage Detect
    • Events
    • Conditions
      • ((Damage source) is A Hero) Equal to True
    • Actions
      • Set Hit_Count[(Player number of (Owner of (Damage source)))] = (Hit_Count[(Player number of (Owner of (Damage source)))] + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Hit_Count[(Player number of (Owner of (Damage source)))] Equal to 15
        • Then - Actions
          • Set Hit_Count[(Player number of (Owner of (Damage source)))] = 0
          • -------- Put whatever you want to happen every 15 hits here. --------
        • Else - Actions


more accurate than "Unit is attacked"
 

Lord_Kakashi

The Wabbits are attacking
Reaction score
27
Trigger:
  • Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Sheep/Rabbit
    • Actions
      • Set Attack_Count = (Attack_Count + 1)
      • Trigger - Turn on Trigger 2 &lt;gen&gt;

Trigger:
  • Trigger 2
    • Events
    • Conditions
      • Attack_Count Equal to 15
    • Actions
      • Set Attack_Count = 0
      • Unit - Create 1 Treant for Neutral Hostile at (*Your Point*) facing Default building facing degrees
      • Trigger - Turn off (This trigger)


Note: The second trigger is Initally Off. Attack_Count is an Integer variable

Btw im not 100% sure that it'll work

The problem with this is that it cannot be used by more than one person! if two people have the ability, they will both add to the attack_count as it isnt an array.

This solution is A LOT simpler, and you only need 1 trigger.
Trigger:
  • Treant Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Your Hero
      • (Unit-type of (Attacked unit)) Equal to (The unit you want to count towards the treant when attacked)
      • You can set as many conditions as you like
    • Actions
      • -------- // Now I&#039;m using the custom value. The advantedge of this is that it will work for multiple users \\ --------
      • Unit - Set the custom value of (Attacking unit) to ((Custom value of (Attacking unit)) + 1)
      • -------- // If/Then/Else comparison, with an integer comparison as the condition \\ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Attacking unit)) Greater than or equal to 15
        • Then - Actions
          • Unit - Set the custom value of (Attacking unit) to 0
          • Unit - Create 1 Footman for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
        • Else - Actions
          • Do nothing
 

Moon_Raven

New Member
Reaction score
8
Trigger:
  • Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Sheep/Rabbit
    • Actions
      • Set Attack_Count = (Attack_Count + 1)
      • Trigger - Turn on Trigger 2 &lt;gen&gt;

Trigger:
  • Trigger 2
    • Events
    • Conditions
      • Attack_Count Equal to 15
    • Actions
      • Set Attack_Count = 0
      • Unit - Create 1 Treant for Neutral Hostile at (*Your Point*) facing Default building facing degrees
      • Trigger - Turn off (This trigger)


Note: The second trigger is Initally Off. Attack_Count is an Integer variable

Btw im not 100% sure that it'll work

Why not use "Run Trigger" instead of Turn on? And you can still do it wih variables if you make an array for them, but still these other options are simplier.
 

blooman

New Member
Reaction score
16
The problem with this is that it cannot be used by more than one person! if two people have the ability, they will both add to the attack_count as it isnt an array.

This solution is A LOT simpler, and you only need 1 trigger.
Trigger:
  • Treant Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Your Hero
      • (Unit-type of (Attacked unit)) Equal to (The unit you want to count towards the treant when attacked)
      • You can set as many conditions as you like
    • Actions
      • -------- // Now I&#039;m using the custom value. The advantedge of this is that it will work for multiple users \\ --------
      • Unit - Set the custom value of (Attacking unit) to ((Custom value of (Attacking unit)) + 1)
      • -------- // If/Then/Else comparison, with an integer comparison as the condition \\ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Attacking unit)) Greater than or equal to 15
        • Then - Actions
          • Unit - Set the custom value of (Attacking unit) to 0
          • Unit - Create 1 Footman for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
        • Else - Actions
          • Do nothing
This is exactly what i was looking for ty
and rep to any1 who helped me:D
 

Tom Jones

N/A
Reaction score
437
The problem with this is that it cannot be used by more than one person! if two people have the ability, they will both add to the attack_count as it isnt an array.

This solution is A LOT simpler, and you only need 1 trigger.
Trigger:
  • Treant Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Your Hero
      • (Unit-type of (Attacked unit)) Equal to (The unit you want to count towards the treant when attacked)
      • You can set as many conditions as you like
    • Actions
      • -------- // Now I&#039;m using the custom value. The advantedge of this is that it will work for multiple users \\ --------
      • Unit - Set the custom value of (Attacking unit) to ((Custom value of (Attacking unit)) + 1)
      • -------- // If/Then/Else comparison, with an integer comparison as the condition \\ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Attacking unit)) Greater than or equal to 15
        • Then - Actions
          • Unit - Set the custom value of (Attacking unit) to 0
          • Unit - Create 1 Footman for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
        • Else - Actions
          • Do nothing
It may be simpler and shorter, however it is much much more inaccurate. If you cancel the attack, the trigger will still fire, the count will increase, however the unit hasn't actually attacked anything. The proper solution is cleeezzz's.
 
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