Dual Triggers

Joshman_09

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Ok i am a complete newb on how to make a duel trigger. I need a dual trigger that is simmular to the Custom Hero Arena's.

Like every 7 minutes
It throws everyone into a pit to fight until one person is left. That person or his team is the winner of the dual.
Then the game goes on.

If anyone can help me it will be greatly Appreciated.


(++++Reps)
 

Komaqtion

You can change this now in User CP.
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Haven't tested, but try this:

Initially On

Trigger:
  • Duel 2
    • Events
      • Time - Every 350.00 seconds of game time
    • Conditions
    • Actions
      • Set Duel_Group = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
      • Set Heroes = (Number of units in Duel_Group)
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Random point in Battle Area <gen>)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Unit - Move (Picked unit) instantly to TempPoint
              • Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to False
            • Then - Actions
              • Hero - Instantly revive (Picked unit) at TempPoint, Hide revival graphics
              • Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
      • Trigger - Turn on Duel Check <gen>


Initially Off

Trigger:
  • Duel Check
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is in Duel_Group) Equal to True
    • Actions
      • Unit Group - Remove (Triggering unit) from Duel_Group
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Duel_Group) Equal to 1
        • Then - Actions
          • Unit Group - Pick every unit in Duel_Group and do (Actions)
            • Loop - Actions
              • Game - Display to (All players) the text: ((Proper name of (Picked unit)) + has won the duel!)
          • Custom script: call DestroyGroup(udg_Duel_Group)
          • Trigger - Turn off (This trigger)
        • Else - Actions
 

Komaqtion

You can change this now in User CP.
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Duel_Group (case sensitive) is a unit group variable,

Heroes is unneeded, i was going to use it for checking how many units are in Duel_Group, but i didn't so you can leave that one out,

TempPoint ( also case sensitive ) is a point variable ;)
 

Joshman_09

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um it dont give me the option for : If (Picked Unit) is Alive = True

I dont have the option: Alive

what do i do?


Nevermind i found lol give me a mintue to tes.
 

Joshman_09

New Member
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ok i dont know why but its not working

Trigger:
  • Duel On
    • Events
      • Time - Every 350.00 seconds of game time
    • Conditions
    • Actions
      • Set Duel_Group = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
      • Set TempPoint = (Random point in DuelGroup <gen>)
      • If (((Picked unit) is alive) Equal to True) then do (Unit - Move (Picked unit) instantly to TempPoint) else do (Custom script: call RemoveLocation(udg_TempPoint) )
      • If (((Picked unit) is alive) Equal to False) then do (Hero - Instantly revive (Picked unit) at (Random point in PlayableArena <gen>), Hide revival graphics) else do (Custom script: call RemoveLocation(udg_TempPoint) )
      • Trigger - Turn on Duel Off <gen>


Thats the first one


Trigger:
  • Duel Off
    • Events
      • Unit - A unit Dies
    • Conditions
      • (DuelGroup <gen> contains (Triggering unit)) Equal to True
    • Actions
      • Unit Group - Remove (Triggering unit) from Duel_Group
      • If ((Number of units in (Units in DuelGroup <gen>)) Equal to 1) then do (Unit Group - Pick every unit in (Units in (Playable map area)) and do (Game - Display to (All players) the text: ((Proper name of (Triggering unit)) + Has Won The Duel))) else do (Custom script: call DestroyGroup(udg_Duel_Group))
      • Trigger - Turn off (This trigger)


Theres the 2nd one.


lol what am i doing wrong???
 

Komaqtion

You can change this now in User CP.
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469
This should be inside the unit group loop:
Trigger:
  • Set TempPoint = (Random point in DuelGroup <gen>)
    • If (((Picked unit) is alive) Equal to True) then do (Unit - Move (Picked unit) instantly to TempPoint) else do (Custom script: call RemoveLocation(udg_TempPoint) )
    • If (((Picked unit) is alive) Equal to False) then do (Hero - Instantly revive (Picked unit) at (Random point in PlayableArena <gen>), Hide revival graphics) else do (Custom script: call RemoveLocation(udg_TempPoint) )
    • Trigger - Turn on Duel Off <gen>


Check the trigger again, you can move those if's to just under the loop action:

Trigger:
  • Unit Group - Pick every unit in Temp_Group and do (Actions)
    • Loop - Actions
      • Set TempPoint = (Random point in Battle Area <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Picked unit) is alive) Equal to True
        • Then - Actions
          • Unit - Move (Picked unit) instantly to TempPoint
          • Custom script: call RemoveLocation(udg_TempPoint)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Picked unit) is alive) Equal to False
        • Then - Actions
          • Hero - Instantly revive (Picked unit) at TempPoint, Hide revival graphics
          • Custom script: call RemoveLocation(udg_TempPoint)
        • Else - Actions


Also:
Trigger:
  • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)


use the Duel_Group unit group variable here instead of Units in (Playable map are),

This can't either look like that, use the actions:If / Then / Else, Multiple Functions.
Since if you use your if's, you will pick the units' and if they are alive move them to the point else, remove the point and that is wrong :S

I'll just send you the demo map, and you can only change the regions to yours. ok
 
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