Template Footman Frenzy

Daskunk

SC2 Forum MVP - TheSkunk #386
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186
Ok, I'm done. I remade it completly, not just fixed yours..
  • Each player gets spawns.
  • Each player can level up spawns seperatly, perfectly fine.

However...
  • My triggers are more messy (Took 13 triggers, yours took... two??!) but this is mostly because of upgrading, spawns take one trigger, up to upgrade, it took one for each player...
  • Had to convert it to custom text, wich LOOKS like jass. But its still GUI, nothing made out of jass.
 

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  • Footman template Beta v1.w3x
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polo2005

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97
Ok, I'm done. I remade it completly, not just fixed yours..
  • Each player gets spawns.
  • Each player can level up spawns seperatly, perfectly fine.

However...
  • My triggers are more messy (Took 13 triggers, yours took... two??!) but this is mostly because of upgrading, spawns take one trigger, up to upgrade, it took one for each player...
  • Had to convert it to custom text, wich LOOKS like jass. But its still GUI, nothing made out of jass.

i will take a look as soon i am home in swe again oO

Edit: well i took alook now anyway, umh... isnt that converted to custom text? isnt that hard if you wanna change spawn units?

Edit2: wow missed that you toold me that it was converted oO but still isnt it hard to edit?
 

Trollvottel

never aging title
Reaction score
262
But its still GUI, nothing made out of jass
just to say...... GUI means Graphical User Interface. If you convert it to custom text its definiatly not GUI. Then its Jass. GUI is just a platform to make jass easier to use.
 

polo2005

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though so to oO and i cant use jass or something like that and i dont understand how you should be able to change spawn units in this system oO
 

Daskunk

SC2 Forum MVP - TheSkunk #386
Reaction score
186
just to say...... GUI means Graphical User Interface. If you convert it to custom text its definiatly not GUI. Then its Jass. GUI is just a platform to make jass easier to use.
Right, I just ment its the exact same as the GUI one I left in there, Just for the other players. I can wright a readme of how to change it, if you want, polo.
 

polo2005

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Right, I just ment its the exact same as the GUI one I left in there, Just for the other players. I can wright a readme of how to change it, if you want, polo.

that would be nice =)
 

polo2005

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new uppdate. =)


Edit: oh shit... srry for dubbel post, my clock goes 4h+ my home time becaus i was away
 

Mr.Tutorial

Hard in the Paint.
Reaction score
42
One thing, just a minor leak in the leaderboard.
Bolded underlined is the addition. Groups leak btw.
Code:
set leaderboard
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Leaderboard - Create a leaderboard for (All players) titled |cFF800080Score|r
        [B][U]Custom script:   set bj_wantDestroyGroup=true[/U][/B]
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Equal to Is playing
                        ((Picked player) controller) Equal to User
                    Then - Actions
                        Leaderboard - Add (Picked player) to (Last created leaderboard) with label (cc[(Player number of (Picked player))] + ((Name of (Picked player)) + |r)) and value 0
                    Else - Actions
        Leaderboard - Show (Last created leaderboard)
 

Trollvottel

never aging title
Reaction score
262
One thing, just a minor leak in the leaderboard.
Bolded underlined is the addition. Groups leak btw.
Code:
set leaderboard
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Leaderboard - Create a leaderboard for (All players) titled |cFF800080Score|r
        [B][U]Custom script:   set bj_wantDestroyGroup=true[/U][/B]
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Equal to Is playing
                        ((Picked player) controller) Equal to User
                    Then - Actions
                        Leaderboard - Add (Picked player) to (Last created leaderboard) with label (cc[(Player number of (Picked player))] + ((Name of (Picked player)) + |r)) and value 0
                    Else - Actions
        Leaderboard - Show (Last created leaderboard)


i cant find a leak there. where is it? PLayer Groups are forces btw. and ALL PLAYERS is a constant so it never leaks anyway
 

polo2005

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hmm wtf it isnt there on my map version... hmm weard have i upploaded wrong anyway? oO
 

Mr.Tutorial

Hard in the Paint.
Reaction score
42
Originally Posted by Mr.Tutorial
One thing, just a minor leak in the leaderboard.
Bolded underlined is the addition. Groups leak btw.
Code:
set leaderboard
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Leaderboard - Create a leaderboard for (All players) titled |cFF800080Score|r
        Custom script:   set bj_wantDestroyGroup=true
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Equal to Is playing
                        ((Picked player) controller) Equal to User
                    Then - Actions
                        Leaderboard - Add (Picked player) to (Last created leaderboard) with label (cc[(Player number of (Picked player))] + ((Name of (Picked player)) + |r)) and value 0
                    Else - Actions
        Leaderboard - Show (Last created leaderboard)


i cant find a leak there. where is it? PLayer Groups are forces btw. and ALL PLAYERS is a constant so it never leaks anyway

Well... then SD Ryoko is wrong. (Check here)

Another thing that really bothers me is the size of the map. :cool:
 

polo2005

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97
Well... then SD Ryoko is wrong. (Check here)

Another thing that really bothers me is the size of the map. :cool:

so all players DOES leak oO well will take a look and fix that.

i'm making a small version 65/64 of the old version too oO
 

Trollvottel

never aging title
Reaction score
262
well its an older tutorial, and it DOESNT leak, it never did and wont. So no need to add this.

if you use All players it refers to the Bj-function GetPlayersAll()

and this:
JASS:
function GetPlayersAll takes nothing returns force
    return bj_FORCE_ALL_PLAYERS
endfunction

returns a constant variable. and as you see it is not GROUP, but FORCE
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
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well its an older tutorial, and it DOESNT leak, it never did and wont. So no need to add this.

if you use All players it refers to the Bj-function GetPlayersAll()

and this:
JASS:
function GetPlayersAll takes nothing returns force
    return bj_FORCE_ALL_PLAYERS
endfunction

returns a constant variable. and as you see it is not GROUP, but FORCE

are you 100% of this? because i dont wanan add it if someone else gonna kick my butt for this^^
 

Trollvottel

never aging title
Reaction score
262
im 100% sure.... and btw. if you would destroy "All players" you wouldnt be able to use it again.

just try it. just add behind the loop the custom script:

call DestroyForce(GetPlayersAll())

and test what happens if you use "All Players" after this again.
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
im 100% sure.... and btw. if you would destroy "All players" you wouldnt be able to use it again.

just try it. just add behind the loop the custom script:

call DestroyForce(GetPlayersAll())

and test what happens if you use "All Players" after this again.

well that sucks oO so i will add the force thing instand?

edit: so i pick all palyer doesnt leak then i remove it
 

AdamGriffith

You can change this now in User CP.
Reaction score
69
Code:
Spawn every 10second Copy
    Events
        Time - Every 10.00 seconds of game time
    Conditions
    Actions
        Set Spawnpoint[1] = (Player 1 (Red) start location)
        Set Spawnpoint[2] = (Player 2 (Blue) start location)
        Set Spawnpoint[3] = (Player 3 (Teal) start location)
        Set Spawnpoint[4] = (Player 4 (Purple) start location)
        Set Spawnpoint[5] = (Player 5 (Yellow) start location)
        Set Spawnpoint[6] = (Player 6 (Orange) start location)
        Set Spawnpoint[7] = (Player 7 (Green) start location)
        Set Spawnpoint[8] = (Player 8 (Pink) start location)
        Set Spawnpoint[9] = (Player 9 (Gray) start location)
        Set Spawnpoint[10] = (Player 10 (Light Blue) start location)
        Set Spawnpoint[11] = (Player 11 (Dark Green) start location)
        Set Spawnpoint[12] = (Player 12 (Brown) start location)
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Base[(Integer A)] is alive) Equal to True
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Unit-type of Base[(Integer A)]) Not equal to Tier 2 Human Militias
                                (Unit-type of Base[(Integer A)]) Not equal to Tier 3 Human Spell Breakers
                                (Unit-type of Base[(Integer A)]) Not equal to Tier 3 Night Elf Druid of the Talon
                                (Unit-type of Base[(Integer A)]) Not equal to Tier 3 Undead Skeleton Mage
                            Then - Actions
                                Unit - Create 1 TypeOfSpawn[(Integer A)] for (Player((Integer A))) at Spawnpoint[(Integer A)] facing Default building facing degrees
                            Else - Actions
                                Unit - Create 2 TypeOfSpawn[(Integer A)] for (Player((Integer A))) at Spawnpoint[(Integer A)] facing Default building facing degrees
                    Else - Actions
        Custom script:   call RemoveLocation (udg_Spawnpoint[1])
        Custom script:   call RemoveLocation (udg_Spawnpoint[2])
        Custom script:   call RemoveLocation (udg_Spawnpoint[3])
        Custom script:   call RemoveLocation (udg_Spawnpoint[4])
        Custom script:   call RemoveLocation (udg_Spawnpoint[5])
        Custom script:   call RemoveLocation (udg_Spawnpoint[6])
        Custom script:   call RemoveLocation (udg_Spawnpoint[7])
        Custom script:   call RemoveLocation (udg_Spawnpoint[8])
        Custom script:   call RemoveLocation (udg_Spawnpoint[9])
        Custom script:   call RemoveLocation (udg_Spawnpoint[10])
        Custom script:   call RemoveLocation (udg_Spawnpoint[11])
        Custom script:   call RemoveLocation (udg_Spawnpoint[12])

Why do you set it each time? From what I can tell all it references to is the Start locations so why not just leave it constant? =/
 
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