is it possible to spawn uncontrollable units for player ?

Ommi

New Member
Reaction score
7
Hey

I'm designing a map atm and one of the key factors in it will be waves of npc's, I thought about this for a while and this could be done like in Dota where the npc's are just owned by a computer player and thusly act like bots

but I want the player to get gold from the kills of his npc's and I want the npc's to be in the same color as them etc etc

So my question is, is it possible to make units spawn for a player that he cant interact with any more then he can with another players units ? so they act as npc's, follow a path, fight etc ?

Thank you in advance :)
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
You can add and remove locust to them when they're created. That will make them be unselectable but still retain everything else. However, this may be prone to bugs >.<
 

Ommi

New Member
Reaction score
7
Hmm well they have to be selectable,

What Im talking about is essentially creep waves same as any AoS map, except the creeps are properties of the players not a computer player.
 

KingTobiazZz

New Member
Reaction score
1
you can also let them be owned by a computer player, and set their team color to the players color (by triggering or editing all unit types) and than make a trigger to give gold earned by that player to you.
 

Ommi

New Member
Reaction score
7
you can also let them be owned by a computer player, and set their team color to the players color (by triggering or editing all unit types) and than make a trigger to give gold earned by that player to you.

hmm true, but that would mean that for a 10 player map I would need 10 computer players, thats where my problem mostly is, I need all 12 slots for players as Im making a 3v3v3v3 map

guess I will rethink parts of the map, I just somehow think it will be a hell of a lot less interesting without the standard AoS creep wave system :banghead:
 

KingTobiazZz

New Member
Reaction score
1
better not do that :p, I just thought that the only things you wanted were the things you said in the first post, someone with more experience than me probably knows a better solution :)
At least, I hope so...
 

mylemonblue

You can change this now in User CP.
Reaction score
7
I'm at school right now so I do not have access to the WE (Bad boy, bad! bad!), but here is a short and simple trigger that should work, albeit not perfectly:

Have it so when the owning player selects the unit, immediately unselect it. There is an action for 'Select Unit for Player', so there should be one for 'Unselect Unit' as well.

EDIT: I just noticed your post about "They have to be selectable" o_O
 

Guest3z

New Member
Reaction score
22
Maybe this will come in handy. I stumbled upon this quite awhile ago, seems it might be useful for what your asking for.
 

Attachments

  • UnstoppableOrder.w3x
    11.1 KB · Views: 189

fogrn

New Member
Reaction score
2
I know it's possible. Castle Fight does it. I think something like this might work

Trigger:
  • NoControl
    • Events
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order with no target
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • ((Triggering unit) is in NoControl) Equal to True
    • Actions
      • Unit - Order (Triggering unit) to Attack-Move To Location
 

Dirac

22710180
Reaction score
147
(Bad boy, bad! bad!), but here is a short and simple trigger that should work, albeit not perfe

sigh..

Re-ordering them to do stuff bugs, since a player can spam an order and the unit would look confused lol

You cant make a unit look different to each player
 

SYI

New Member
Reaction score
1
I'm pretty sure what castlefight does is something about classifying units as wards, I don't have editor on this computer to check atm though
 

mylemonblue

You can change this now in User CP.
Reaction score
7
sigh..

Re-ordering them to do stuff bugs, since a player can spam an order and the unit would look confused lol

You cant make a unit look different to each player

Doh! Yeah you're right... But it is fun to watch when there's nothing better to do :p

Although, if the player cannot select the unit... He/she cannot issue (m)any orders! >:D

ANyhoo, I'm back at home so here is the trigger I was talking about. It could be better, but hey.

Trigger:
  • Untitled Trigger 001
    • Events
      • Player - Player 1 (Red) Selects a unit
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • Selection - Remove (Triggering unit) from selection for Player 1 (Red)
 

Ommi

New Member
Reaction score
7
Thank you all for your input on this, I have been thinking a lot about this and am thinking about making the map just 2 teams of 5v5 and then 2 computer controlled players for creep waves and bases etc

Ill just trigger in to split the gold of the computer player between active teammates, that also balances out the gold gain instead of having it based on chance of which players creep gets the last hit

but again thank you all for your help :thup:
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
I'm pretty sure what castlefight does is something about classifying units as wards, I don't have editor on this computer to check atm though

this

has to do something with ward classification
 

Ayanami

칼리
Reaction score
288
Add the ward classification to the creeps. This removes all your order icons (Move, Patrol). Use this trigger to prevent ordering the units via a smart command. I believe this is how Castle Fight does it.

Trigger:
  • Trigger
    • Events
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order with no target
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Creep
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Order (Triggering unit) to Attack-Move To Location
      • Trigger - Turn on (This trigger)
 

Ommi

New Member
Reaction score
7
Ah very nice, thank you so much !

Will give this a try if I decide to go with player owned waves, not 100% sure at this point since I'm trying to make a competitive map and my original idea of 3v3v3v3, while being very fun in a LAN party settings or random public games I don't feel it is fit for e-sports / competitive gaming.

none the less, thanks you all very much for the help with the triggers and figuring out the problem !!

+rep all around for the help ;)
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      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