Hero Siege [set hero back to where he came from]

Heroes are in random and in random numbers? What does that mean?
You can use Player Number arrays if you don't want it to be too complicated, but if it needs more than just MPI, then I would suggest using hashtables.

EDIT: I can't find a way to start Timer[Key(Triggering Unit)]. Looks like more expertise is required. (I learned to use hashtables 6 days ago)

EDIT 2: Duh. Dummy expiring units. Dunno why I never thought of it before. Will start right away, get back ASAP.

Heroes are in random and in random numbers? What does that mean?
it means that a player could pick a hero and that it's never the same one (i have like 20 different heroes made), random numbers because they can have 1 or 2 heroes.
PS: thank you for your help it helps a lot
 
So each player can have more than one Hero, and the trigger has to be MUI, right?

EDIT: I came up with this, but somehow I can't make it work. The dummy unit isn't even created.
Trigger:
  • Move Trigger
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Divine Shield
      • (Original Position <gen> contains (Triggering unit)) Equal to True
    • Actions
      • Hashtable - Save Handle Of(Position of (Triggering unit)) as 1 of (Key (Triggering unit)) in HeroPositionHash
      • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at (Load 1 of (Key (Triggering unit)) in HeroPositionHash) facing Default building facing degrees
      • Hashtable - Save Handle Of(Last created unit) as 1 of (Key (Triggering unit)) in DummyHash
      • Unit - Add a 10.00 second Generic expiration timer to (Load 1 of (Key (Triggering unit)) in DummyHash)
      • Hashtable - Save Handle Of(Triggering unit) as 1 of (Key (Load 1 of (Key (Triggering unit)) in DummyHash)) in HeroHash
      • Unit - Move (Triggering unit) instantly to (Center of Someplace to go <gen>)

Trigger:
  • Return Trigger
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Dummy Unit
    • Actions
      • Unit - Move (Load 1 of (Key (Dying unit)) in HeroHash) instantly to (Load 1 of (Key (Load 1 of (Key (Dying unit)) in HeroHash)) in HeroPositionHash)

EDIT2: Found the problem - I forgot to create the hashtables in the first place. This works perfectly. Demo map attached.
 

Attachments

  • Hero Movement Trigger 2.w3x
    18.8 KB · Views: 181
You know, you only need 1 hashtable. Hashtables themselves can be massive, so limit yourself down to very few.
 
i havent tried this, but when make a trigger where a unit owned by p1 enters region (that region being the region it starts at) then set a unit variable to the entering unit (which would be you hero), then turn off the trigger, it should look like this...

Events
-A Unit Enters Regiom
Conditions
-Owner of (Entering unit) equal to (Player 1 Red)
Actions
-Variable: Set (Entering Unit) to (Unit Variable name)
-Trigger: Turn off (this trigger)

then whenever you want to move that unit to the position, just move the variable unit you set to that position. it should work.
 
Well, I made my first hashtable for Sprout. So I'm not exactly sure how I should've done this, only that it works.
 
Trigger:
  • Move Trigger
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Divine Shield
      • (Original Position <gen> contains (Triggering unit)) Equal to True
    • Actions
      • Hashtable - Save Handle Of(Position of (Triggering unit)) as 2 of (Key (Triggering unit)) in HeroMovementHashtable
      • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at (Load 2 of (Key (Triggering unit)) in HeroMovementHashtable) facing Default building facing degrees
      • Hashtable - Save Handle Of(Last created unit) as 3 of (Key (Triggering unit)) in HeroMovementHashtable
      • Unit - Add a 10.00 second Generic expiration timer to (Load 3 of (Key (Triggering unit)) in HeroMovementHashtable)
      • Hashtable - Save Handle Of(Triggering unit) as 1 of (Key (Load 3 of (Key (Triggering unit)) in HeroMovementHashtable)) in HeroMovementHashtable
      • -------- [1 of Key(Triggering Unit)] is the UNIT to be moved. --------
      • -------- [2 of Key(Triggering Unit)] is the ORIGINAL POSITION of the unit to be moved. --------
      • -------- [3 of Key(Triggering Unit)] is the DUMMY UNIT. The unit is returned to its original position when the dummy dies. --------
      • Unit - Move (Triggering unit) instantly to (Center of Someplace to go <gen>)

Trigger:
  • Return Trigger
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Dummy Unit
    • Actions
      • Unit - Move (Load 1 of (Key (Dying unit)) in HeroMovementHashtable) instantly to (Load 2 of (Key (Load 1 of (Key (Dying unit)) in HeroMovementHashtable)) in HeroMovementHashtable)


I'm starting to like these hashtable things. Still not leak-free though.

@MetallicReap: That system would work fine, but only if each player only has 1 Hero and no more. Here Mitsarugi said that each player may have two heroes.
 

Attachments

  • Hero Movement Trigger 3.w3x
    18.8 KB · Views: 165
okay, so what if i don't use spells for this?
i need it for a special event so they get teleported on there own (by a timer)
how to asign all my units player (red) to a hash table , then the same for player (blue) , etc...?
 
Are you only moving Heroes? Or are summoned units, creeps and all other stuff belonging to every player moved over too?
 
Trigger:
  • Timed Move Trigger
    • Events
      • Time - TempTimer expires
    • Conditions
    • Actions
      • Set TempUnitGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
      • Countdown Timer - Destroy (Last created timer window)
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Hashtable - Save Handle Of(Position of (Picked unit)) as 2 of (Key (Picked unit)) in HeroMovementHashtable
          • Unit - Create 1 Dummy Unit for (Owner of (Picked unit)) at (Load 2 of (Key (Picked unit)) in HeroMovementHashtable) facing Default building facing degrees
          • Hashtable - Save Handle Of(Last created unit) as 3 of (Key (Picked unit)) in HeroMovementHashtable
          • Unit - Add a 10.00 second Generic expiration timer to (Load 3 of (Key (Picked unit)) in HeroMovementHashtable)
          • Hashtable - Save Handle Of(Picked unit) as 1 of (Key (Load 3 of (Key (Picked unit)) in HeroMovementHashtable)) in HeroMovementHashtable
          • Unit - Move (Picked unit) instantly to (Center of Someplace to go <gen>)
      • Custom script: call DestroyGroup(udg_TempUnitGroup)


Basically, change all the (Triggering Unit) into (Picked Unit) and add the Pick Every Unit action. I think it should work.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    News portal has been retired. Main page of site goes to Headline News forum now
  • The Helper The Helper:
    I am working on getting access to the old news portal under a different URL for those that would rather use that for news before we get a different news view.
  • Ghan Ghan:
    Easily done
    +1
  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
  • Ghan Ghan:
    Hmm
  • Ghan Ghan:
    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
  • Ghan Ghan:
    See how we like that.
  • The Helper The Helper:
    I do not see a way to go past the 1st page of posts on the forum though
  • The Helper The Helper:
    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
  • Ghan Ghan:
    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
  • Ghan Ghan:
    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
  • The Helper The Helper:
  • The Helper The Helper:
    What do you think Tom?
  • tom_mai78101 tom_mai78101:
    I will have to get used to this.
  • tom_mai78101 tom_mai78101:
    The latest news feed looks good

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top