hero line,creep shop help

HxCwizard

New Member
Reaction score
1
hey just thought Id make a hero line wars based off of line tower wars
like instead of 2 lanes, each player has thier own
but problem:
whats the trigger for buying a creep and have it spawn in say "spawn1" region
and walk in direction of "end" region
 

canons200

New Member
Reaction score
50
sry, i never play line tower before, base on your description. i will just tell you briedly.

for buying a castle unit, make event a unit is finish training,
condition unit type (your unit),
action, move trained unit to next player region (make a region / point for other player)
order trained unit to move to enemy place
 

HxCwizard

New Member
Reaction score
1
Okay keep in mind Im making a creep shop
to buy creeps that will spawn and run down a lane to the other end
I dont want to have to make a trigger for 200 units.
 

canons200

New Member
Reaction score
50
then treat it as item, create item icon for the creep, once item is sold, create a unit at enemy region
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Hmmm you can try this
Trigger:
  • Buying and Attacking
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Sold unit) Equal to XXX
    • Actions
      • Unit - Create 1 XXX for (Owner of (Buying unit)) at (Center of Spawn Region <gen>) facing Default building facing degrees
      • Unit - Order XXX to Attack-Move To (Center of Attack Region <gen>)

I dont know if it will work but thats basically what you need to do.
Change XXX to the sold units name
And the 2 regions to which ever you need them to move too.
 

HydraRancher

Truth begins in lies
Reaction score
197
Extract from MY TLTW

Its a 2v2v2v2v2

Trigger:
  • Tele
    • Events
      • Unit - A unit enters Units spawn <gen>
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Triggering unit)) Equal to Player 1 (Red)
              • (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • Set Temp_Pointy = (Center of spawn 1 Copy <gen>)
              • Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at Temp_Pointy facing Default building facing degrees
              • Custom script: call RemoveLocation (udg_Temp_Pointy)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Triggering unit)) Equal to Player 3 (Teal)
              • (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • Set Temp_Pointy = (Center of spawn 1 Copy 2 <gen>)
              • Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at Temp_Pointy facing Default building facing degrees
              • Custom script: call RemoveLocation (udg_Temp_Pointy)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
              • (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • Set Temp_Pointy = (Center of spawn 1 Copy 3 <gen>)
              • Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at Temp_Pointy facing Default building facing degrees
              • Custom script: call RemoveLocation (udg_Temp_Pointy)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Triggering unit)) Equal to Player 7 (Green)
              • (Owner of (Triggering unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • Set Temp_Pointy = (Center of spawn 1 Copy 4 <gen>)
              • Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at Temp_Pointy facing Default building facing degrees
              • Custom script: call RemoveLocation (udg_Temp_Pointy)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Triggering unit)) Equal to Player 9 (Gray)
              • (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
        • Then - Actions
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • Set Temp_Pointy = (Center of spawn 1 <gen>)
              • Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at Temp_Pointy facing Default building facing degrees
              • Custom script: call RemoveLocation (udg_Temp_Pointy)
        • Else - Actions
      • Unit - Remove (Triggering unit) from the game



Note: I made this couple of years ago (still making it! ;)) So the variable names may be abit...Wierd.








The Map Layout:
Code:
Spawn 1        Spawn 2           Spawn 3            Spawn 4          Spawn 5

Player 1         Player 3            Player 5             Player 7            Player 9
Player 2         Player 4            Player 6             Player 8            Player 10


End 1            End 2                  End 3               End 4              End 5
 
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