Help with enemies lol...

l8rg8r

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I just need some help with getting Player 12 (brown) to be enemy when he spawns... No idea why it isnt working...
 

Conal

Member
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Go to your triggers and add to the map init:

Pick every player in all players
Player - Make player 12 treat pick player as an enemy

or go to Player Forces and put him in his own force.
 

l8rg8r

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btw happy i never got the tiggers fixed or some of my questions anserwed :p. Is this double posting?


*Edit TYSM i didnt know u can do it with triggers and when i went to scenario and player forces it never worked...
 

Happy

Well-Known Member
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71
double posting is like the name says....2 posts in a line of the same person...and which triggers??
 

l8rg8r

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Trigger:
  • Melee Initialization
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 10 Peasant for Player 12 (Brown) at (Center of Spawn mid 2 <gen>) facing Default building facing degrees
      • Unit - Create 5 Peasant for Player 12 (Brown) at (Center of Spawn mid 1 <gen>) facing (Position of (Triggering unit))
      • Unit - Create 10 Peasant for Player 12 (Brown) at (Center of Spawn bot mid <gen>) facing (Position of (Triggering unit))
      • Unit - Create 10 Peasant for Player 12 (Brown) at (Center of Spawn mid right <gen>) facing Default building facing degrees
      • Unit - Create 10 Peasant for Player 12 (Brown) at (Center of Spawn mid left <gen>) facing Default building facing degrees
      • Unit - Create 10 Peasant for Player 12 (Brown) at (Center of Spawn top left <gen>) facing Default building facing degrees
      • Unit - Create 10 Peasant for Player 12 (Brown) at (Center of Spawn top right <gen>) facing Default building facing degrees
      • Unit - Order (Triggering unit) to Move To (Center of Finaly checkpoint <gen>)
i dont need all those other things though just how to make the people move from their spawn to Finally Checkpoint


*Edit oh and i also wanted to know if you just have to manually set up that "code" cow gave me or some other way.
*edit hopefuly your still there...
 

HydraRancher

Truth begins in lies
Reaction score
197
Trigger:
  • Melee Initialization
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 10 do (Actions)
        • Loop - Actions
          • Unit - Create 1 Peasant for Player 12 (Brown) at (Center of Spawn mid 2 <gen>) facing Default building facing degrees
          • Unit - Order (Last Created Unit) to Move To (Center of Finaly checkpoint <gen>)
        • -----------Do for all spawns----------


Something like that?
 

Happy

Well-Known Member
Reaction score
71
Trigger:
  • Untitled Trigger 001
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Point = (Center of Spawn mid 1)
      • Set Spawn_Region[1] = (Center of Spawn mid 2)
      • Set Spawn_Region[2] = (Center of Spawn bot mid)
      • Set Spawn_Region[3] = ...
      • ####(and so on)####
      • Unit - Create 5 Peasant for Player 12 (Brown) at Temp_Point facing Default building facing degrees
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Unit - Create 10 Peasant for Player 12 (Brown) at Spawn_Point[Integer A] facing Default building facing degrees
    • custom script : call RemoveLocation(udg_Temp_Point)
    • custom script : call RemoveLocation(udg_Spawn_Region[1])
    • ####(and so on....just change the number in the brackets to the max you have)####


Spawn_Point is a point array variable
Temp_Point is a point variable

Trigger:
  • Untitled Trigger 001
    • Events
      • Time - Every 5.01 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Point = (Center of finaly checkpoint)
      • Set Temp_Region = (playable map area)
      • Unit Group - Pick every unit in Temp_Region and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Peasant
            • Then - Actions
              • Unit - Order (Picked unit) to Move To Temp_Point
            • Else - Actions
    • custom script : call RemoveLocation(udg_Temp_Point)
    • custom script : call RemoveRect(udg_Temp_Region)


Temp_Point is a point variable again^^
Temp_Region is a region variable

i hope you got it now...
 

HydraRancher

Truth begins in lies
Reaction score
197
You dont have to set all the rects, rects dont leak unless you create them in-game. I think.
 
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