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

Mitsarugi

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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
 

KaerfNomekop

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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: 180

HydraRancher

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You know, you only need 1 hashtable. Hashtables themselves can be massive, so limit yourself down to very few.
 

MetallicReap

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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.
 

KaerfNomekop

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Well, I made my first hashtable for Sprout. So I'm not exactly sure how I should've done this, only that it works.
 

KaerfNomekop

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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: 164

Mitsarugi

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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...?
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Are you only moving Heroes? Or are summoned units, creeps and all other stuff belonging to every player moved over too?
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
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.
 
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