Escape units

BruteBrutal

New Member
Reaction score
1
Hey,

For my next part in my new game that will change lives!! ...I need missiles from different locations, shooting into the middle.

There's a map thats called 100 Rounds, that has the exact idea what I'm thinking of, but in my case I want heros to block the arrows with some kind of repel.

Thats not important, what I don't know is how to make units spawn and run from 360 degrees, towards the middle or from left to right and right to left or something. For a period of time.

A unit that flies through a region and explode at impact (removed and does damage)

How?

Thanks in advance,

Brute
 

ROTS19

TH.net Regular
Reaction score
12
Don't have the editor open at the moment, but I imagine it would go something like this.

Trigger:
  • Actions:
    • Unit - Create 1 unit at (Center of (some region) offset by (some sort of distance.) Towards (0-360) degrees)
    • Order (Last Created unit to (Move) to (Center of (same region as last action))
    • Wait (some appropriate amount of time that it would take the unit to get to the center)
    • Explode (Last created unit)
    • Cause (Last created unit) to damage circular area...(fill in the options to suit your needs)


Hopefully this helped.
 

Inflicted

Currently inactive
Reaction score
63
does it have to be units? Possibly have dummy units casting shockwaves?

or if it has to be units, just create regions and periodic events I guess..

for the removal, just have a trigger than when it reaches the other side (which is a region ofc) that it removes the unit. Shouldn't be to hard.
 

Ulla_t

Member
Reaction score
1
Dude make your unit a fireball or something! make it big or small by scaling it, :thup:

Then make it unable to select and your fireball is done
 

Ashlebede

New Member
Reaction score
43
Trigger:
  • Actions
    • Unit - Create 1 unit at (Center of (some region) offset by (some sort of distance.) Towards (0-360) degrees)
    • Order (Last Created unit to (Move) to (Center of (same region as last action))
    • Wait (some appropriate amount of time that it would take the unit to get to the center)
    • Explode (Last created unit)
    • Cause (Last created unit) to damage circular area...(fill in the options to suit your needs)

Becomes :

Trigger:
  • //Hand-written : Trg1
    • Events
      • Time - Every {X} seconds of game-time
    • Conditions
    • Actions
      • Set loc = Center of {Center region} <gen>
      • Set loc2 = (loc offset by {offset} towards (Random real from 0.00 to 360.00) degrees)
      • Unit - Create ... at loc2
      • Unit - Order (Last created unit) to move to loc
      • Custom Script : call RemoveLocation(udg_loc)
      • Custom Script : call RemoveLocaiton(udg_loc2)


Trigger:
  • //Hand-written : Trg2
    • Events
      • Unit - A unit enters {Center region} <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) equal to {Unit-type}
    • Actions
      • Set loc = (Position of (Triggering unit))
      • -------- I really don't remember the name of this one : --------
      • Unit - Make (Triggering unit) damage units within {Radius} of loc
      • Custom Script : call RemoveLocation(udg_loc)
      • Unit - Make (Triggering unit) explode upon death
      • Unit - Kill (Triggering unit)


Since damaging a circular area damages allies as well, you could do :

Trigger:
  • //Hand-written
    • Custom Script : set bj_wantDestroyGroup=true
    • Unit Group - For each unit in (Units within {Radius} of loc matching ((Matching unit) is an enemy of (Owner of(Triggering unit))) Equal to True) and do (actions)
      • Loop - Actions
        • Unit - Make (Triggering unit) deal {Damage} damage of type ... to (Picked unit)
 

BruteBrutal

New Member
Reaction score
1
Becomes :

Trigger:
  • //Hand-written : Trg1
    • Events
      • Time - Every {X} seconds of game-time
    • Conditions
    • Actions
      • Set loc = Center of {Center region} <gen>
      • Set loc2 = (loc offset by {offset} towards (Random real from 0.00 to 360.00) degrees)
      • Unit - Create ... at loc2
      • Unit - Order (Last created unit) to move to loc
      • Custom Script : call RemoveLocation(udg_loc)
      • Custom Script : call RemoveLocaiton(udg_loc2)


Trigger:
  • //Hand-written : Trg2
    • Events
      • Unit - A unit enters {Center region} <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) equal to {Unit-type}
    • Actions
      • Set loc = (Position of (Triggering unit))
      • -------- I really don't remember the name of this one : --------
      • Unit - Make (Triggering unit) damage units within {Radius} of loc
      • Custom Script : call RemoveLocation(udg_loc)
      • Unit - Make (Triggering unit) explode upon death
      • Unit - Kill (Triggering unit)


Since damaging a circular area damages allies as well, you could do :

Trigger:
  • //Hand-written
    • Custom Script : set bj_wantDestroyGroup=true
    • Unit Group - For each unit in (Units within {Radius} of loc matching ((Matching unit) is an enemy of (Owner of(Triggering unit))) Equal to True) and do (actions)
      • Loop - Actions
        • Unit - Make (Triggering unit) deal {Damage} damage of type ... to (Picked unit)



Nice solution, thank you, rep up
 

Inflicted

Currently inactive
Reaction score
63
no it doesnt have to be units ofcourse...


http://epicwar.com/maps/60740/

like this game..

if it doesn't have to be units, just make dummy units cast shockwave based abilities and change the missle projectile. However i'm not sure about the denting the ground etc.

but, the above trigger is also a simple and effective solution.
However, for the sake of size and units on the map you might want to consider other options.
 
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