Hero Colosseum

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forsaken240

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So my idea for this map is a colosseum where at first, everyone picks a "shell" hero (from six choices) that you add your own stats/abilities to. You have 30 seconds to walk around your town and pick up items, buy tomes, all that jazz. After that you're instantly transported to the arena where you duel to the last man. After that you get some gold, tally the scores, and do it over again. Person who has won the most rounds after 20-25 rounds wins the game. Anyways, I need some help with some triggers. I think I'll just make a list.

-Need a way to add a point for the last man standing.
-Need a way for heroes to respawn only after the last round is done.
-Need a way to add equal experience to units every round. (gain a level each round)
-Need a way that after say, 5 and 15 rounds you get an additional hero that starts at level 5 or 15 instead of 1.

Thanks for any help you can offer!
 
Oh, and if I'm trying to make a dialog for every person to select a race at the start, can I put them all in one trigger, or do I need a trigger for each player displaying the dialog?
 
I hope that was a joke, 56k :P -_-

Perhaps you could do this: (create an interger variable array, with one for each player)

E:
~A unit is killed

C:
~# of units in [your arena region] < = < 2

A:
~Set (this will be a player variable) WinningPlayer = owner of killing unit
~Game: display text message to [all players] with the message: [winningplayer] is victorious!

You could probably just do gold, wood, or food now, and there is almost certainly an easier way, but ---

If owner of killing unit = Player 1, then set playerkills [1] = playerkills [1] + 1
Then loop that or repeat that for each player.

This is sort of rough, but hey :P
 
forsaken240 said:
Oh, and if I'm trying to make a dialog for every person to select a race at the start, can I put them all in one trigger, or do I need a trigger for each player displaying the dialog?

No you can do it with just 1 trigger. Just make the dialog and display it to all players.

Im guessing you know how to do all of this.
 
Yep. I figured it out earlier. Just gotta mess around with some stuff. Only the third map I've worked on, and the other two aren't finished and need a lot of tweaking. I'm hoping this summer I can get good enough at this stuff so I don't need help. Thanks!
 
Alright, I'm having a lot of trouble with this one. How can I make it so when only one players units are left, that the round is over and the next round starts? And how can I make it so that the only time you can respawn your heros is when the next round starts?
 
As well as the above post, I can't figure out how to get all of a players units to teleport to a region and from a region when a timer runs out.
I was thinking something along these lines:

Events - timer runs out
Conditions
Actions - Move (instantly) all units owned by player X to region X (No Idea)

and then just copy the trigger and such for each player.

And my best guess for a trigger for one player left
Events - Something where all but one player's food is zero (This I don't know)
Conditions - Unit in region (I can do this)
Actions - Set Score = Score + 10 (I can do this)
Move instantly units to their own base (This I kinda know)
Revive dead heroes (No idea)
Add a level to each hero (No idea)

Thanks for any help!
 
i think the event should be when timer runes out...make it when the game elapsed or somethig like that... and about the all players to a region just make it move all player to region X....ok hoped I helped....and is the round thing a mini-game? and about the event make it when 1 player is left playing or when 1 unit is alive or when all players -(minus) 1 are dead..ok! :D

NVM nvm about the mini-game question...sorry forgot its a hero coloseum,,ok well thats all
 
Krakka, are you saying I should add all players to player group and when all player's units in the colosseum region are gone except for one, have it set off the next trigger and add points and such?
 
How can I get an action that says:
Action - Unit in region X owned by player (player 1(red)) move (instantly) to region Y
 
Okay, after looking carefully, I found that one. Now the problem is getting the remaining units out of there and starting the timer again. I need a trigger somewhat like this:

Event - Only one player's controlled units remain in (colosseum <gen>)
Conditions -
Actions - Start countdown timer blah blah blah
Add point to blah blah blah's score
this stuff I can do

It's just the top part that I'm having troubles with.
My idea for the trigger is:

Event - (variable food count) less than or equal to 1
Conditions - (variable level #) less than or equal to 4
Actions - add point
start timer
that stuff

A quick question. If I made another trigger for level 14 and 25 saying less than or equal to 2 or 3 food, would I need to have it turn off these old trigger's at level X?
 
forsaken240 said:
Event - (variable food count) less than or equal to 1
Conditions - (variable level #) less than or equal to 4
Actions - add point
start timer
that stuff

A quick question. If I made another trigger for level 14 and 25 saying less than or equal to 2 or 3 food, would I need to have it turn off these old trigger's at level X?

ok that last part is confusing...explain it a little so i can help...becuz i don't see wat the food part has to do with anything..

and a tip so ur reputation doesn't go down...don't keep re-posting...edit them...for the big replies make a new 1 but for those little 1's that have 10 min of interval keep editing them:D
 
Well, my idea was to use food amount as the trigger. Like Food less than or equal to 1. And that would start the next round. But I've realized that won't work, because if you have 2 units owned by different players, the food will still be 2 and both owners would get a point. This would be the problem in the later levels when each player has 2 or 3 heroes instead of just one. So I don't know what else I would use to trigger the next round. If there was a "only one player controls units in region Colosseum <gen>" trigger, it would be easy. But I can't find anything that is similar to that.
 
Bump. Hopefully someone can answer this yet...

I've come up with a new idea. Something like this:

Using player groups, add all players to a player group at the end of the beginning of the round, and when their food count, or maybe a unit group count goes to zero, they're removed and when the player group is equal to one, end the round, add point to the remaining player in the player group. Just wondering if this would work...
 
It probably will, yes.


Some other way would be to run a test that finds out if there's still more than 1 player left
on every death inside your arena.

Could look like this:

Code:
ArenaWinner
    Events
        Unit - A unit Dies
    Conditions
        (Arena <gen> contains (Dying unit)) Equal to True
    Actions
        Set tmpInteger = 0
        Unit Group - Pick every unit in (Units in Arena <gen>) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        tmpInteger Equal to 0
                    Then - Actions
                        Set tmpInteger = (Player number of (Owner of (Picked unit)))
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                tmpInteger Not equal to (Player number of (Owner of (Picked unit)))
                            Then - Actions
                                Set tmpInteger = 42
                            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                tmpInteger Equal to 42
            Then - Actions
                Game - Display to (All players) the text: No winner yet.
            Else - Actions
                Game - Display to (All players) the text: (And the winner is: Player  + (String(tmpInteger)))

Its good point would be that there are no groups needed. ;)
 
Thanks AceHart. If I can't get my idea to work, I'll try yours. I would just use yours, but I've already started working on mine and have it most of the way done. Thanks again and I'll probably have more questions later. :banghead: I hate triggers. The necessary evil...

Ok, these are my triggers. Anybody see any reason why they wouldnt' be working?

Code:
Move Stuff
    Events
    Conditions
    Actions
        If ((Number of units in UG1) Greater than or equal to 1) then do (Set Player_Group = (Player_Group + 1)) else do (Do nothing)
        Trigger - Turn off (This trigger)

Code:
Player Group
    Events
    Conditions
    Actions
        If ((Player 1 (Red) slot status) Equal to Is playing) then do (If ((Number of units in UG1) Equal to 0) then do (Set Player_Group = (Player_Group - 1)) else do (Do nothing)) else do (Do nothing)        
        Trigger - Run Turn on Finish Round <gen> (checking conditions)
        Trigger - Turn off (This trigger)

Code:
Turn on Finish Round
    Events
    Conditions
        Player_Group Equal to 1
    Actions
        Trigger - Turn on Finish Round <gen>

Code:
Finish Round
    Events
    Conditions
    Actions
        Set Player_Group = 0
        Unit Group - Pick every unit in (Units in Colosseum <gen>) and do (If ((Owner of (Picked unit)) Equal to Player 1 (Red)) then do (Unit - Move (Picked unit) instantly to (Center of Player1 <gen>)) else do (Do nothing))        
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unit - Set life of (Picked unit) to 100.00%)
        Set Score[(Player number of (Owner of (Picked unit)))] = Score[((Player number of (Owner of (Picked unit))) + 10)]
        Trigger - Turn on Start Timer <gen>
        Trigger - Turn off (This trigger)

I just deleted players 2-8 for sake of space. And the units are in the unit groups. I don't know where it's going wrong. But when I test it, the units won't go back to their own bases. I'm guessing it's somewhere with turning on and off these triggers. I have most of them set on not initially on.

When a unit dies, it's removed from the unit group, correct?
 
Perhaps a bump is in order...

Is a unit removed from the unit group when you use "move instantly?" I wouldn't think so, but I don't know for sure.

And I'm on 56k, if I wouldn't have typed "bump" and just asked another question, would it have mattered?

Anyways, anyone see anything wrong with those triggers? I made a leaderboard that showed me what the number of Player_Group was, and it never changes from zero.
 
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