Multiple questions

  • Thread starter Thread starter Walker
  • Start date Start date
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Walker

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1.) How do I make it so that you get gold bounty for killing normal units? For some reason, in my map it only gives gold for killing creeps.
2.) How do I make it so that you get control of allied units when they leave the game? My map doesn't even announce when they leave, for some reason.
3.) How do I make a message show only to a triggering player? Like when they choose a hero, I want it to show hero description (this is an AOS style map).
 
1) look for the action

player - turn player flag on/off

and do "turn (gives bounty) (on) for (some player)"

2)

event:
player leaves game

actions:
game - share vision and full unit control with team

3)
[game - display text]
Game - Display to (Player group((Triggering player))) the text: hi

that player group thing is found under the "convert player to player group" function when you click on that parameter in the display text action.
 
1.) In your init, do action:

Player - Turn player flag on/off
Turn "Gives bounty" on for player.

If you want to do all players, use player group, and picked player.

OR

make a trigger, whenever a unit dies, award gold to owner of killing unit (I do this to make allllll units worth 30, instead of totally crazy kill values)

2.) Leaves game

Mine Says (simple):

EVENT: A player leaves the game
ACTION
Unit Group - Pick all units owned by (Triggering Player) and do Unit- Change Owner (Random player from(all players controled by a user))

This way, it will assign it to a real , random, person. Bling!

3.) Dunno -- thats my complaint. Theres no field for "triggering player" or "Owner ofr triggering unit" so you'll have to devise a system of loops to nail that one. If you do lemme know! LOL

Ryoko
 
Man, NOBODY seems to know how to show text only to Triggering player. Like you said, there's no field for "triggering player" or "Owner ofr triggering unit". However, in the DOTA maps it shows text only to the triggering player. I don't know how they do it, because I can't see the triggers in their locked maps.

If anyone comes up with a fix for this, please let me know.


As for giving unit control, how do I make it so that ALL allies get control of the units? And how do I make it so that it says like "Player 6 (username whatever) has left the game". ????
 
Darg answered those......

EVENT: A player leaves the game
ACTION

Unit Group - Pick all units owned by (Triggering Player) and do
-share vision and full unit control with team

display message to all players (timed, or auto timed)

use (string1 + string2) to say:
"triggering player" + " has left the game" Dont forget your space.

this will display to one person:
Game - Display to (Player group((Triggering player))) the text: hi

But I don't know how too set up an EVENT for all players.... like
(ANY PLAYER) types chat message "hi" as an exact match.
 
But I don't know how too set up an EVENT for all players.... like
(ANY PLAYER) types chat message "hi" as an exact match.

you can't, there is no means to do it i'm afraid. The generic unit event is the only case where you can do something that will cover all players.
 
Originally posted by SD_Ryoko
Darg answered those......

EVENT: A player leaves the game
ACTION

Unit Group - Pick all units owned by (Triggering Player) and do
-share vision and full unit control with team

display message to all players (timed, or auto timed)

use (string1 + string2) to say:
"triggering player" + " has left the game" Dont forget your space.

this will display to one person:
Game - Display to (Player group((Triggering player))) the text: hi

But I don't know how too set up an EVENT for all players.... like
(ANY PLAYER) types chat message "hi" as an exact match.


There IS no "triggering player" option. Please tell me what to do.


I have another question as well: could someone please give me a complete walkthrough/tutorial on making an automatic hero revival system for my map? Like the kind games like DOTA have.
 
heres a pic
 

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the hero revival system shouldn't be too hard:

Code:
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) is A Hero) Equal to True
    Actions
        Wait (4.00 x (Real((Level of (Dying unit))))) seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Dying unit) is in (team1) Equal to True
            Then - Actions
                Hero - Instantly revive (Dying unit) at (Center of (team1base)), 
             Show revival graphics
            Else - Actions // else dead hero is in team 2
                Hero - Instantly revive (Dying unit) at (Center of (team2base)), 
             Show revival graphics
 
How do I do the
(Real((Level of (Dying unit))))
part?
Can't find it.
 
you can also display a text message to the player, something like:

Game - Display to (Player group((Owner of (Dying unit)))) the text: ((Your hero will revive in + (String((4 x (Level of (Dying unit)))))) + seconds.)
 
Another problem:
I can't seem to make units have a Lightning attack animation, like the Chimaera and Spirit Hawk have. Every time I give a unit that animation, it doesn't show a bolt of lightning traveling from the unit to the target. The target just gets sparks around him. How do I give units a lightning attack animation?
 
sorry I'm at a loss to see what could possibly be wrong here, I was able to get the lightning to work without any problems.

Here's a map so you can see for yourself.
 

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