i need help im make a maze game

1cRaZyFooL

Gone but not forgotten
Reaction score
10
Im lost why are your footmen invulnerable?? If you want to take it off go into the object editor and remove invulnerablity or use a trigger to make a unit vulnerable...
 
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lionfan87

Guest
hah

lol i donno why they invunrable but i think i shoudl get it all now TY EVERYONE FOR HELPING IT IS PROBLY DONE now i gotta make map look koo :) ty all maby i can send u guys map hehe :p :shades: o and sumin else when i start thet attack insted of patroll bc they have attack how i take away there attack?
 
S

ShaiTan-Enk

Guest
You can take away attack in the object editor. You can also make them, instead of patrol, move back and forth (when enter region 1, go to region 2. when enter region 2, go to region 1, etc).
 
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lionfan87

Guest
ahh

i cant sem to get the attack away it just goes to 1-7 when ever i test it aboms just attack footmen insted of patrolling..
:banghead: :banghead: :banghead: :banghead: :banghead: :banghead:
 
S

ShaiTan-Enk

Guest
Go into the Object Editor, and set anything that even looks like damage to 0, or none. It wont even have the attack option.
 

Dan

The New Helper.Net gives me great Anxiety... o.O;;
Reaction score
159
there is a faster way to do unit death if it leaves path...

you can base this on if the unit walks onto a different tileset.. such as blight instead of the dirt path....

(every .01 sec of game time
if then else
unit (____) is in blight
unit destroy triggering unit) <- something like that

somebody figured this out a while ago...let me see if i can find the post for you!
 

Wark

Animal
Reaction score
27
Theres another way to make the attack 0, you go to object editor,scroll down to the end of Combat and find something like:

Combat - Attacks Enabled : Attack 1 Only

You can change Attack 1 Only to None, and there, the unit has no attack.
 

Axe.killer

New Member
Reaction score
24
when patrolling, a unit moves from the origin to destination point scanning for enemies. you can also do it like this, but more work.

a unit enter BlAh 1

Order entering unit to move to BlAh 2

a unit enter BlAh 2

Order entering unit to move to BlAh 1
 
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lionfan87

Guest
Yes

YES ITS FINSIHED THANK U ALL SOO MUTCH the map is escape from africa now all i gotta do for never verson is make the map shaped like africa haha im gonna make i canimatic also i can do that though and if u can find that post it would relly help thx
 

Wark

Animal
Reaction score
27
husky_003 said:
Here's how I do my Cinematics.

To get Cinematic mode started...
First Create a Camera!!

EVENTS:
Map Initialization
CONDITIONS: None
ACTIONS:
Cinematic - Turn Cinematic mode on for all players
Cinematic - Turn Letterbox mode on (hide interface) for All Players fade out over 2.00seconds
Camera - Apply (your cam) for Player 1 Red etc.

Well thats how I get it started.

Here's how to make someone talk:

Cinematic - Send Transmission to (all players) from *your unit here* Named *your name* Play No Sound and Display *your message* Set to *#seconds* and wait.

Just keep doing that over and over till you got what you want and changing the values every time.

To make A Unit Walk Somewhere.
Create A Region(s)!

Unit - Order *unit* <gen> to move to Centre of *your region*.

Well thats the basics and should get you started.
Hope that helped, cheers,
-Husky
Husky's guide may help you. Also, there is a search on the fourms, you can use it to find posts.

( OT : Yay 50 posts :) )
 

Jindo

Self
Reaction score
460
so many questions.. about mazes :D

I love mazes in warcraft, so im gonna post some tricks and advice:

To make things move, you can use the issue order action and change move to to patrol to.

To make things spawn and move to somewhere then die, do this:

Trigger 1
Code:
Events - Every 3 seconds of game time
Actions - Create 1 (unit (abomination)) at (center of (region1))
Trigger 2
Code:
Events - A unit enters (region1)
Conditions - unit-type of (triggering unit) equal to (unit (abomination))
Actions - Order (triggering) to move to (center of (region2))
Trigger 3
Code:
Events - A unit enters (region2)
Conditions - unit-type of (triggering unit) equal to (unit (abomination))
Actions - Kill (triggering unit)

Catapults:

Code:
Events - every 3.00 seconds of game time
Actions - order Mortar Team to Attack Ground (center of (region 3))

Teleports:

Code:
Events - A unit enters (region 4)
Conditions - (unit-type of (triggering unit)) equal to (hero (demon hunter))
Actions -
 Move (triggering unit) instantly to (region 5)
 Pan camera for (owner of (triggering unit)) to (region 5)

Have some parts with a wavy/earthquaky effect to put people off, making it harder for them.

Hope this helps.

~Jindo

PS: i wanna see the map when its done.. i love mazes!
 
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lionfan87

Guest
ha

haha ok ill rty those ill give u guys the verson 1.1 im gonna start it now :shades:
 
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lionfan87

Guest
uhg

now i need to know how when some 1 finishes a area all the units teleport there even if dead and how to add lives like chances?
 
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lionfan87

Guest
gh

i need dead and alive players to respwand there and there footmen not heros
 

Jindo

Self
Reaction score
460
Code:
Events - a unit enters region 6

Conditions - (unit type) of (triggering unit) equal to (hero controlled by player)

Actions -
 pick every unit in (units of type (hero)) and do (kill (picked unit))
 pick every player in (allies of player 1 (red)) and do (create 1 footmen for (picked player))
 create 1 footman for (player 1 (red)) at region 6 facing (degrees)

hope this helps, the normal method is way too long for me to give to you right away, if this dont work, ill get the more accurate one out.

EDIT: more advanced maze stuff...

Lots of catapults attacking random parts in one region:

make a region and put catapults in it, then make another large region for them to attack at.

Code:
Events - every 3.00 seconds of game time
[i]no conditions[/i]
Actions - pick every unit in (units in region 7) and do (order (picked unit) to attack ground to region 8

Changing ground from path to floor which kills:

Code:
Events - Every 4.00 seconds of game time
[i]no conditions[/i]
Actions -
 Change the tile of region 9 to (path which kills)
 wait 2.00 seconds
 Change the tile of region 9 to (safe path)
 wait 2.00 seconds

That is why when you do the path which kills thing you need a condition to say tile-type of ground is equal to (path which kills), also add "region 9" to your list.

Move Attack Catapults

Code:
Events - Every 6.00 seconds of game time
[i]no conditions[/i]
Actions -
 Order (catapult) to attack ground to region 11
 Order (catapult) to move to region 12
 Wait 3.00 seconds
 Order (catapult) to attack ground to region 13
 Order (catapult) to move to region 10

Hope those help ;)
~Jindo
 

Wark

Animal
Reaction score
27
Ah but Jindo, he probally has a condition that if every player unit is killed the game is over.


Ok this is the only trigger you need:

Code:
[B] Event [/B]
        Unit - A unit enters FinishRegion01 <gen>
[B] Conditions [/B]
        (Unit-type of (Triggering unit)) Equal to Footman
[B] Actions [/B]

Game - Display to (All players) the text: ((Name of (Triggering player)) + has completed the maze! Teleporting all players...)

Player Group - Pick every player in (All players controlled by a User player) and do (Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unit - Move (Picked unit) instantly to (Random Point in FinishRegion02 <gen>)))

Wait - Wait 5.00 seconds

If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        (FinishRegion02 <gen> contains (Entering Unit)) Not Equal to True
    Then - Actions
        Player Group - Pick every player in (All players controlled by a User player) and do (Unit - Create 1 Footman for (Picked player) at (Center of (Playable map area)) facing Default building facing degrees)
    Else - Actions
        Do nothing

Trigger - Turn off (This Trigger)

Ok first of all you'll need 2 regions: FinishRegion01 and FinishRegion02
01 will be the one the unit has to step on to win the game,
02 will be the place the units get teleported to (It CANNOT overlap 01)

The first Action is optional, it'll just tell everyone the name of the person who finished the maze. and thats its teleporting them. (Obviously)

And you should put the region "FinishRegion02" to an enclosed area (Jindo's Idea)

Most complex trigger I've ever made, hope it works,

I'm Done.

-Wark
 

Jindo

Self
Reaction score
460
oh!

k, but atleast move the hero to a place which is out of the way like in a box with pathing blockers or boundry or abyss ground to stop them from escaping.

~Jindo
 
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