Heroes unique across teams

The-Maimer

New Member
How do I make heroes unique across teams? I have two teams of players, they both have access to the same heroes. I want the heroes to be unique though, that way there is only 1 of every hero on the map.
 

Scary Nachos

Castro flashing Gang Signs!
What do you mean by "unique" as in.. abbilities? or what? And if you want to make it so that they have only one hero on the map.. you could add a hero limit and then put them into Advance <-- Gameplay Constants <-- Techtree - Dependancy Equivalency - Hero,then add your heros into there.
 

foodflare

You can change this now in User CP.
make a trigger that detects when they obtain a hero then do a
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Neutral Building - Remove (Unit-type of (Sold unit)) from all marketplaces
 

The-Maimer

New Member
What I mean by unique is example: You pick demon hunter you are on team 1, a person on team 2 wants to be demon hunter but there is already one, so he has to pick something different. I want there to be only 1 demon hunter allowed on the map, period.
 

Lightstalker

New Member
make a trigger that detects when they obtain a hero then do a
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Neutral Building - Remove (Unit-type of (Sold unit)) from all marketplaces
I think that foodflare's way to do it is the best. Except change "remove blah blah" to "limit training of Hero XYZ to 0 for Player(IntegerA)". It's much easier this way.
 

Lightstalker

New Member
Wouldn't that make everyone be able to pick a demon hunter? Just not have more than one...?
Nope. You see, each player has a number. Red is 1, Blue is 2, etc. When you limit training of a sold unit to 0 for Player(Integer A), you're preventing that player from training that unit. The loop that runs from 1-12 (there are 12 players) makes it so that EVERY player is limited to training it 0 times, which means they cannot train it. Just see for yourself ;)
 

dragonhord

Knowledge is true opinion. - Plato
Event - Unit - A unit sells a unit
Condition - Sold Unit is a hero = True *Boolean condition*
Actions -
 

Nivius

TH.net Regular
as above if u use taverns kinda.

else u can save like this:

player picks hero xxx
teamone[1] = number of player // the 1 is replaced whit 2 for next hero and so on

other unit enters area
if teamone[1] = other then 0
"sorry cant take this hero"

reason why you save the number of the player and not like "1" is that u can use that if a hero wanna repick and re enable the previous chosen hero again by player number hero for picking again

this is the idea of a system if u use power circles and such to chose your hero
 

The-Maimer

New Member
Thanks for your responses, but would you mind being a little more specific? It would really help me if you guys would put it in the normal format.
 

skyblader

You're living only because it's illegal killing.
Event - Unit - A unit sells a unit // Under unit
Condition - Sold Unit is a hero = True // *Boolean condition*
Actions -
For each (Integer A) from 1 to Number of your total heroes, do (Actions)
// Under general, look for: for each integer A, do multiple actions
Loop - Actions
Neutral Building - Remove (Unit-type of (Sold unit)) from all marketplaces
//Cant find the limit training of heroes.
// Found under neutral building.

I basically put them all together.
 

Ticer

New Member
For your "normal" format, here is an example:
Trigger:
  • Example
    • Events
      • Unit - A unit Sells a unit
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player))

Edit: this is for if each player has their own tavern/alter thing, otherwise, heres an example for a marketplace type one:
Trigger:
  • example
    • Events
      • Unit - A unit Sells a unit
    • Conditions
    • Actions
      • Neutral Building - Remove (Unit-type of (Sold unit)) from all marketplaces
 
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