Player area

tokey

New Member
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any know how i can stop other players building towers in other players spawns?
 

Rainther

I guess I should write something of value here...
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61
Killing buidings, aborting building process or remove vision of that lane to the rest if you can live with the utter blackness.
 

tokey

New Member
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1
just stopping building on another players area wud be great if you know the full trigger for that.
or even a ttrigger to only allow build on your area wud be good too.
 

Hellohihi

New Member
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42
Trigger:
  • Events
    • Unit - A unit enters humanbase <gen>
    • Conditions
      • ((Triggering unit) is A structure) Equal to (==) True
      • ((Owner of (Entering unit)) is in HumanForce) Equal to (==) False
    • Actions
      • Wait 0.10 seconds
      • Custom script: call IssueImmediateOrderById( GetTriggerUnit(), 851976 )



The above line is for ordering the unit to issue the cancel order when under construction.

And the wait has to be there.
 

tokey

New Member
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humanbase <gen> is a region right? but how wud i set a region for each player into 1 variable or wud i have to make a region for each player area and a trigger for each? im still new and confused :/
 

Hellohihi

New Member
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Yes humanbase <gen> is a region.

For example, in your map, you have 4v4 players.

4 players in on human side.

4 players in on undead side.

The 4 players of the human side each occupy a area of the map seperately.

Human player 1 is occupying humanbase1
Human player 2 is occupying humanbase2
Human player 3 is occupying humanbase3
Human player 4 is occupying humanbase4

So you dont want the undead to build in any of the human's bases,
Then you do this:

Trigger:
  • Events
    • Unit - A unit enters humanbase1 &lt;gen&gt;
    • Unit - A unit enters humanbase2 &lt;gen&gt;
    • Unit - A unit enters humanbase3 &lt;gen&gt;
    • Unit - A unit enters humanbase4 &lt;gen&gt;
    • Conditions
      • ((Triggering unit) is A structure) Equal to (==) True
      • ((Owner of (Entering unit)) is in HumanForce) Equal to (==) False
    • Actions
      • Wait 0.10 seconds
      • Custom script: call IssueImmediateOrderById( GetTriggerUnit(), 851976 )


Further explain of the trigger:
Trigger:
  • ((Owner of (Entering unit)) is in HumanForce) Equal to (==) False

The above line means that it is checking to see if the constructed structure belongs to a player from the HumanForce or not, if the constructed structure does not belong to the HumanForce, then the actions will be carried out, and the construction will be ordered to canceled.
HumanForce is predefined Player Force variable, whereby you add all of the human players into the player force in an initialization trigger.
 

tokey

New Member
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1
i uderstand now but the trigger for mine will be slightly different as my map is team td 8 players total 1 team just needed to make it fair for each player , so ty dude +rep
 
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