Detecting Idle units in a group and Timed Life.

ROTS19

TH.net Regular
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12
How would I do a condition like this?

Trigger:
  • All units in (UnitGroup) are Idle


Also, How do I give a unit a timed life without using negative health regeneration? In war3 you could simply use an Add Expiration Timer action but it doesn't look like that action is available anymore.
 

BlowingKush

I hit the blunt but the blunt hit me.
Reaction score
188
Code:
    Actions
        Unit Group - Pick each unit in MyGroup and do (Actions)
            Actions
                General - If (Conditions) then do (Actions) else do (Actions)
                    If
                        ((Picked unit) order(0)) == No Order
                    Then
                        Variable - Set IdleGuys = (IdleGuys + 1)
                    Else
        General - If (Conditions) then do (Actions) else do (Actions)
            If
                IdleGuys == (Number of Living units in MyGroup)
            Then
                UI - Display "GET TO WORK!!!!!" for (All players) to Subtitle area
            Else





EDIT here is a easier way

    Actions
        Variable - Set IdleGroup = (Idle Workers for player 1)
        Unit Group - Pick each unit in MyGroup and do (Actions)
            Actions
                General - If (Conditions) then do (Actions) else do (Actions)
                    If
                        ((Picked unit) is in IdleGroup) == true
                    Then
                        
                    Else
                        A Unit in MyGroup is NOT IDLE. This action will only run if a non-idle unit in MyGroup is detected
 

ROTS19

TH.net Regular
Reaction score
12
Ok I did this trigger sine your second one seems to only deal with workers:

Trigger:
  • No Loitering 2
    • Events
      • Timer - Every 2.0 seconds of Game Time
    • Local Variables
    • Conditions
      • State[0] == true
    • Actions
      • Unit Group - Pick each unit in (Any units in MyGroup owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
        • Actions
          • General - If (Conditions) then do (Actions) else do (Actions)
            • If
              • ((Picked unit) order(0)) == No Order
            • Then
              • Variable - Modify IdleGuys: + 1
            • Else
      • General - If (Conditions) then do (Actions) else do (Actions)
        • If
          • IdleGuys == (Number of Living units in MyGroup)
        • Then
          • Trigger - Run Trigger2 (Ignore Conditions, Don't Wait until it finishes)
        • Else


So here's the situation:

State[0] is just a boolean that is true when a certain thing is happening in the game. I tested to make sure this condition is true when it should be, so I don't think this part is a problem.

MyGroup contains the units that I want to check idles in.

IdleGuys is the integer that goes up when an idle is found (At least I assume that's how it works).

The problem is that Trigger2 doesn't run.

In the same action that sets State[0] to true, a small group of marines that are in MyGroup are ordered to follow another specific marine.

If the marine they were following dies, are they idle when it looks like they aren't doing anything? If not then that could be the problem.
 

wingdnosring

New Member
Reaction score
16
I'm really curious about the expiration timers as well. I'm creating a TPS system, but right now the bullets never die, they just pool around the edge of the map.
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
I'm really curious about the expiration timers as well. I'm creating a TPS system, but right now the bullets never die, they just pool around the edge of the map.

Search for the Auto-turret ability/behavior, not sure which it is, but that's timed life.
 

wingdnosring

New Member
Reaction score
16
I didn't mean to hijack the thread, I swear!

Auto-Turret? Where would I find that and how would I go about implementing it. I've only spent about 10 min or so in the data editor...so far I've been focussing on the triggers :S.
 
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