Player Map Handicap

Cfw_Master

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I was wondering if there was a way to make monsters have less hp with less players in the game.

For example, if there are 8 maximum players, and only 2 people play, having an equal amount of creep hp would be rather hard. So basically, I am trying to reduce hp by a certain % for everything on the map except for the player owned units/heroes. How can I do this?

Thanks in advance for any help :)

+rep to a good solution :D
 

WolfieeifloW

WEHZ Helper
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Make a trigger that runs on map initialization.
Make this trigger count the number of players that are currently playing and that are User.

Then use 8 different If/Then/Else's.

In each I/T/E say "If playingNumber == 1 then... Run Trigger1"
"If playingNumber == 2 then... Run Trigger2"

Then in each "Trigger#":
For "Trigger1" do:
NOTE: This is freehand.
Trigger:
  • Trigger1
    • Events
      • Unit - A unit enters (Playable Map Area)
    • Conditions
      • Entering unit not equal to hero
    • Actions
      • Unit - Set (Entering unit's) life to __%

Make this your trigger for 1 player playing.
Say you want it 10% per player playing.
Set "__%" to 10%.

Now for "Trigger2", this is for two people playing.
Do the same as the above trigger except put 20% instead of 10%.

Do the same for Trigger3, 4, 5, etc.

If you need more help or anything I can write these triggers up.
 

WolfieeifloW

WEHZ Helper
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Darnit, uhmm...
I think you just create a dummy with an aura that has 999999 Area of Effect.
The aura just reduces damage for allies, make the dummy spawn for Neutral Hostile or whatever your enemies are.
 

Cfw_Master

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Actually I was thinking reducing damage for enemies with less players. But i'm assumming its the same concept?

EDIT: Oh wait is your trigger for increasing enemy health with more players? I was trying to decrease enemy health with less players
 

WolfieeifloW

WEHZ Helper
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Just make the aura have multiple levels.
Level 1 = Reduce damage by X% (the amount you want it reduced when theres 1 player)
Level 2 = Amount for 2 players
lvl3 for 3players, 4 for 4players, etc.

Then when the dummy spawns, set the level of the aura to "playingNumber".

EDIT: Gotta go shovel the driveway :rolleyes: .
I'll answer any more questions you have when I get back.
 

Cfw_Master

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Is there an existing aura that reduces damage to base this aura off of?

Currently, i'm thinking about basing the aura off of war drums and making the damage increase negative. Quick Q: How do I allow negative integers?
 

WolfieeifloW

WEHZ Helper
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Yes, base it off an aura that already does damage increase.

Hold Shift while clicking on the data field.
You can them type in negative values.
 

Cfw_Master

New Member
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1
Make a trigger that runs on map initialization.
Make this trigger count the number of players that are currently playing and that are User.

Then use 8 different If/Then/Else's.

In each I/T/E say "If playingNumber == 1 then... Run Trigger1"
"If playingNumber == 2 then... Run Trigger2"

Could you explain this a little more? How do I create a trigger to count the number of players? I'm assumming that playingNumber is a created variable type integer?

Thanks for all of your help. Sorry, this is my first attempt at making a real map so i'm still learning :D
 

WolfieeifloW

WEHZ Helper
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372
The variable is indeed an integer.
Trigger:
  • Player Count
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set playingNumber = (Number of players in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing))))

Actions are in this order:
Player - Count Players In Player Group.
All Players Matching Conditions.
And (to get two conditions) .
1) Player Controller Comparison.
2) Player Slot Status Comparison.

EDIT: No problem, I'm glad to help.
Just say if you need help with the other triggers.
 

AceHart

Your Friendly Neighborhood Admin
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> Unit - Set (Entering unit's) life to __%

There's a better way to do that:
Player - Set handicap of Neutral Hostile to 80 + 5 * <number of players>
To run once, at map init.
 
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