Nina's Question topic (1 Question atm)

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crazedcougar

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if by mass, you mean two, then yes. Also 90% of the posts i see on theHelper are duplicates, so do a good search of the forum before posting....
 

MrApples

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They are called TOPICS for a reason, 1 topic for a specific problem, the problem is the topic.

The topics then are archived in the forums so people can search for answers to their problems later, before posting. Its not spamming topics if your problem hasn't been answered before, which is very doubtful.
 

Nina

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ya only 2 atm but in future i will have more questions.. and I always do a search..

back ontopic:

I did it but instead of 4 with 17 but it wont shoot anymore? and its for my maze when i walk past him he starts attacking me instead of the shade.. is this normal? this is my trigger-

Random Shooting
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit - Remove Dummy_unit from the game
Unit - Remove Circle_of_power from the game
Set Random_Number[2] = Random_Number[1]
Set Random_Number[1] = Random_Number[(Random integer number between 1 and 17)]
If (Random_Number[2] Equal to Random_Number[1]) then do (Set Random_Number[1] = (Random integer number between 1 and 17)) else do (Do nothing)
Unit - Create 1 Circle of Power for Player 1 (Red) at (Center of Region[Random_Number[1]]) facing Default building facing degrees
Set Circle_of_power = (Last created unit)
Unit - Create 1 Shade for Player 12 (Brown) at (Center of Region[Random_Number[1]]) facing Default building facing degrees
Set Dummy_unit = (Last created unit)
Unit - Order Mortar_Team to Attack Dummy_unit
Wait 2.00 seconds
Unit - Order Mortar_Team to Stop


and


Regions setup
Events
Map initialization
Conditions
Actions
Set Region[1] = shoot1 <gen>
Set Region[2] = shoot2 <gen>
Set Region[3] = shoot3 <gen>
Set Region[4] = shoot4 <gen>
Set Region[5] = shoot5 <gen>
Set Region[6] = shoot6 <gen>
Set Region[7] = shoot7 <gen>
Set Region[8] = shoot8 <gen>
Set Region[9] = shoot9 <gen>
Set Region[10] = shoot10 <gen>
Set Region[11] = shoot11 <gen>
Set Region[12] = shoot12 <gen>
Set Region[13] = shoot13 <gen>
Set Region[14] = shoot14 <gen>
Set Region[15] = shoot15 <gen>
Set Region[16] = shoot16 <gen>
Set Region[17] = shoot17 <gen>
 

Sooda

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Ohh, I am right now looking your posts. Hm... looks fine, about shooting else things- to prevent this change owner of that unit to neutral passive and turn shade/ ghoust owner too to neutral passive. He can' t shoot out of his actual range, that can cause this. I will soon post my reworked trigger what does what you want just hold on agin.

EDIT:
First go to Object Editor and look for Circle of Power (Large). It should be under Neutral Passive> Melee> Campaign> buildings ( If you don' t find it just browse all folders one by one from top and you will see it though. Even if you don' t find it then go to The Helper tutorial site and look for faq, somewhere on that site is written where you can find it.).
You need to change ability filed here- remove invurnability from that unit.
Now go find Mortar Team and edit these values ( When clicking on them use combination: Shift + double click on field what you are going to change. That will allaow greater values.):
Combat- Acquisition Range < Set it to max ( press number 9 until you get to limit).
Combat Attack 1- Range < Same as above.
Combat Attack 2- Range < Same as above.
( These are optional, but now our units are neutral, they will not hurt anybody anymore until we do not order them to do so. Just in case change these too.)
Stats- Sight Radius (Day) < Same as above.
Stats- Sight Radius (Night) < Same as above.
Now when our goals have changed ( Random point in region is sweet :D beacause it is even easyer to do. We can skip setting up our region arry and random number(s). Just delete them :)
New trigger itself looks like this:
Variables used:
Circle_Of_Power is unit variable with no starting value.
Mortar_Team is unit variable with no starting value.
Random_Point is point variable with no starting value.

Code:
Random Shooting
    Events
        Time - Every 4.00 seconds of game time
    Conditions
    Actions
        -------- Cleaning up before made unit, expecting this trigger has already ran once. --------
        Unit - Remove Circle_OF_Power from the game
        -------- Here should come too custom script to remove memory leak from "Circle_Of_Power" variable. --------
        -------- First we need to store point to variable so we can destroy it later ( Memory leaks... ). --------
        Set Random_Point = (Random point in (Playable map area))
        Unit - Create 1 Circle of Power (large) for Neutral Passive at Random_Point facing Default building facing degrees
        Set Circle_OF_Power = (Last created unit)
        Unit - Order Mortar_Team to Attack Circle_OF_Power
        Wait 2.00 seconds
        Unit - Order Mortar_Team to Stop
        -------- Here should come custom script what removes "Random_Point" leak. --------
I dunno where is "right" place for Circle_Of_Power variable memory leaking remove. I personaly think at start (After removing Circle of Power is good too, just have to wait 4 sec every time.).
Playable map area replace with your trigger. This trigger isn' t MUI ( Search/ read about MUI more by looking in tutorials section/ old threads).
And don' t forget to create Mortar Team at Map Initialization like this:
Code:
Melee Initialization
    Events
        Map initialization
    Conditions
    Actions
        [COLOR=SlateGray]Melee Game - Use melee time of day (for all players)
        Melee Game - Limit Heroes to 1 per Hero-type (for all players)
        Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
        Melee Game - Set starting resources (for all players)
        Visibility - Disable fog of war
        Visibility - Disable black mask[/COLOR]
        Unit - Create 1 Mortar Team for Neutral Passive at (Center of Region 004 <gen>) facing Default building facing degrees
        Set Mortar_Team = (Last created unit)
        [COLOR=SlateGray]Camera - Pan camera for Player 1 (Red) to (Center of (Playable map area)) over 0.00 seconds[/COLOR]
Actions in grey are not nessesary, they are from my test map and do not interfear with "Shooting trigger" at all. I felt a lag when trigger fired first time, wonder how to fix it, ask from others that for sure beacause maze games need lag free gameplay.
Look under my post where I posted attached map with new "no limits" map.
Ps: From now on I can/ could remove my attachemants from post if I feel need fro space to attach new files(s)/ map(s). So it is temporary. It is provided as "fast look".
Enjoy ! Sooda​
 

Attachments

  • Random_Mortar_Team_In_Action_No_Limits.w3m
    16.9 KB · Views: 61

Nina

New Member
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8
okay on your map it seems to work in here i think to but how do i remove the minimum range? coz he wont fire when its to close to him..

Edit:nvm i found it myself:) thank you for the help i dont think i couldve done it alone
 

Nina

New Member
Reaction score
8
okay with 1 it worked verry sweet but i want to do 5 i made it and the circles appear but only mortar5 shoots at a spot i putted my triggers in this .txt file so my post isnt to long and hard to read.
 

Attachments

  • mortarteamtrigger.txt
    4.7 KB · Views: 72

Sooda

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Um, Um I saied it isn' t MUI or didn' t I ? It could fixed with loop I make one. I will now read your txt file and give then my response. It is doable for sure for 5 Mortar Teams.
EDIT: Why they even should move out of area or just move they have attack range of 10000000 :confused: What you have done ?
EDIT: Oh, they never moved for me anywhere. Right now testing my new triggers.

EDIT: Now did trigger for 5 Mortar Teams, for now they are created on random points but you can change it how you like.
Variables used:
Circle_Of_Power is unit arry of 5( For RoC it should be 1).
Mortar_Team is unit arry of 5 ( Same as above).
n is integer variable and with no starting value.
Functions used:
Integer A can be found under > Function: For Loop Integer A.
When choosing value for arry click on function checkbox and scroll up there should be Loop For Integer A.

First creating 5 Mortar Teams:
Code:
Creating Mortar Teams
    Events
        Map initialization
    Conditions
    Actions
        Set n = (n + 1)
        Set Random_Point[n] = (Random point in (Playable map area))
        Unit - Create 1 Mortar Team for Neutral Passive at Random_Point[n] facing Default building facing degrees
        Set Mortar_Team[n] = (Last created unit)
        -------- Here should come custom script what removes variable "Random_Point[n]". --------
        If (n Equal to 5) then do (Trigger - Turn off (This trigger)) else do (Trigger - Run (This trigger) (ignoring conditions))
        -------- After game start variable "n" should be removed. --------
^ Neutral Passive at Random_Point[n] change that to this: (Center of (Playable map area)) to see beauty of 5 Mortar Teams shooting at once. Use unit arry to creat them exact region where you want. Before of course you have to set up region arrys with action:
Code:
Set Region[1]= Region 0000 <gen>
Until all Mortar Team(s) regions are set up, so in that texample "Region[5]" would be last one.
Now Random Shooting:
New variables used:
Circle_Of_Power_Unit_Group is unit-group variable.
Code:
Random Shooting
    Events
        Time - Every 4.00 seconds of game time
    Conditions
    Actions
        -------- Removing Circle Of Powers. --------
        Unit Group - Pick every unit in (Units of type Circle of Power (large)) and do (Unit Group - Add (Picked unit) to Circle_Of_Power_Unit_Group)
        Unit Group - Pick every unit in Circle_Of_Power_Unit_Group and do (Unit - Remove (Picked unit) from the game)
        -------- Here should be unit-group variable "Circle_Of_Power_Unit_Group" memory leak removing. --------
        -------- First we need to store point to variable so we can destroy it later ( Memory leaks... ). --------
        For each (Integer A) from 1 to 5, do (Set Random_Point[(Integer A)] = (Random point in (Playable map area)))
        For each (Integer A) from 1 to 5, do (Unit - Create 1 Circle of Power (large) for Neutral Passive at Random_Point[(Integer A)] facing Default building facing degrees)
        -------- Seting up Mortar Teams orders. --------
        For each (Integer A) from 1 to 5, do (Unit - Unpause Mortar_Team[(Integer A)])
        For each (Integer A) from 1 to 5, do (Unit - Order Mortar_Team[(Integer A)] to Attack Ground Random_Point[(Integer A)])
        Wait 3.00 seconds
        For each (Integer A) from 1 to 5, do (Unit - Pause Mortar_Team[(Integer A)])
        -------- Here should come custom script what removes "Random_Point[Integer A]" & "Mortar_Team[Integer A]" leaks. --------
Now time to shoot is 3 sec, thought 5 Mortar Teams need more "time" for shooting ( Tested with 2 sec now and they don' t need 3 sec at all, so choose yourself.).
NB ! Do not use for other things same unit type- Circle of Power (large). They will be removed, use custom Circle of Powers or any other ( only not "large").
And attached map under my post ( After some time it could/ is removed due to short of space for my attachments).
 

Attachments

  • Random_Mortar_Teams_In_Action_No_Limits.w3m
    18 KB · Views: 62

Nina

New Member
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8
it could be it works without moving part but before i found minimum range they just moved to the circle closeer:s but now minimum range is 0 and it probably works without i just putted it there to be sure
 

Sooda

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Man I really don' t want that your map will leak into pices so remove memory leaks for sure or you can say to your map: "bye, bye !". It is really important I will update my triggers. And you too try to find out how to destroy memory leaks.
EDIT: And about too long text ( with triggers) use
Code:
 tags the litte [B]#[/B] button on above your text typing field.
EDIT: Updated map triggers & attachmant so you know where are memory leaks.
 

Nina

New Member
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8
I dont find the function for loop integer a :s also where can i find functions.. and in the first trigger there is 'set n = ...' do i have to make a variable called n? what typ variable?

also probably a verry dumb question but: when you want to place a unit in your map using the tool pallette its each time in a random rotation position but how do i change it lets say to always go with the face to me?
 

Sooda

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Nina said:
also probably a verry dumb question but: when you want to place a unit in your map using the tool pallette its each time in a random rotation position but how do i change it lets say to always go with the face to me?

Can' t find what ? I attached my map to post. Download it and you see where is For Loop Integer A. I found only that you have to double click on unit and change rotation from there. To get better results try our search function on top of forum.
I seriously suggest you to download my map if you don' t get something :( all answers are there.

EDIT: Yes you have to make n variable what is integer variable. See you are learning already not much more and you can do these thing on your own :)
EDIT: Fixed missing info with n variable and under For Loop A wrote little bit more wher to find it.
 
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