Tutorial Point To Point Unit System

rover2341

Is riding a roller coaster...Wee!
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Send a Unit To one point, and then send him to the next spot as soon as he gets there.
Keep in mind that when you send a unit to a point war craft will stop that unit with in 20 of that point. If its much less then 20 away and it notices, then it doesn't move at all.

The Steps Used
Setup
Start
Check If Unit Reached Point


Setup
First Create An Array of Points.
Second crate a Counter (To Keep Track of what your on)
Third Create a TotalPoints (So you know how many points)

Code:
Set up Points
    Events
        Map initialization
    Conditions
    Actions
        Set CustomPoint[0] = (Point(0.00, 1000.00))
        Set CustomPoint[1] = (Point(1000.00, 0.00))
        Set CustomPoint[2] = (Point(1000.00, 1000.00))
        Set CustomPoint[3] = (Point(2000.00, 2000.00))
        Set CustomPoint[4] = (Point(0.00, 0.00))
        Set TotalPoints = 5
        Set CurrentPoint = 0


Start
Forth Create A Unit And Send it To the first point
5th Turn on the trigger Check if Unit Reached Point

Code:
Start
    Events
        Player - Player 1 (Red) types a chat message containing Start as An exact match
    Conditions
    Actions
        Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
        Set MyUnit = (Last created unit)
        Unit - Order MyUnit to Move To CustomPoint[CurrentPoint]
        Trigger - Turn on Check If Unit Reached Point <gen>


Check If Unit Reached Point
Every (.1) sec (or your choice of how often)
Check If the unit is with in 20 of x and 20 of y.
If So Then Current Point + 1.
And send unit to next point.
Then check if You have made it too all your points, and if you have turn off Check If Unit Reached Point

Code:
Check If Unit Reached Point
    Events
        Time - Every 0.10 seconds of game time
    Conditions
        (X of (Position of MyUnit)) Greater than ((X of CustomPoint[CurrentPoint]) - 20.00)
        (X of (Position of MyUnit)) Less than ((X of CustomPoint[CurrentPoint]) + 20.00)
        (Y of (Position of MyUnit)) Greater than ((Y of CustomPoint[CurrentPoint]) - 20.00)
        (Y of (Position of MyUnit)) Less than ((Y of CustomPoint[CurrentPoint]) + 20.00)
    Actions
        Set CurrentPoint = (CurrentPoint + 1)
        Trigger - Run Send Unit To Point <gen> (checking conditions)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CurrentPoint Equal to (TotalPoints - 1)
            Then - Actions
                Trigger - Turn off Check If Unit Reached Point <gen>
            Else - Actions

This is a system i came up with when working on projects that required units to have many different points, and points that were defined in game. I found it to be more easy to deal with then creating moving and working with triggered regions.

Any questions or comments are welcome.
Code:
 

Attachments

  • Point To Point Unit System.w3x
    17.5 KB · Views: 209

Azlier

Old World Ghost
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461
Are you telling me that I have to create three triggers to move just one unit around a few points? :eek: That doesn't sound like fun at all.
 

rover2341

Is riding a roller coaster...Wee!
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No, You could do all of this in one trigger. I split it apart to make it easier (Or easier for me at least)
But i know what your saying. Perhaps in most games this wont be useful.

But for my roller coaster project. It was how i determined if it made it to a The end of one track. and when to start the next.
Anyway It was useful to me. And i think it will be useful for some.
 

Romek

Super Moderator
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964
This is far too specific and short to be a tutorial.
Also, creating a trigger with a timer event that expires every 0.1 seconds per unit is a real pain...
 

rover2341

Is riding a roller coaster...Wee!
Reaction score
113
This is far too specific and short to be a tutorial.

Well those are my favorite kinds :)

I mean its still flexible enough. And depending on yours needs you could change the timer.

But your right this would be made only a few units if the timer went off that often.
Only Reason i really seeing this not pass its , that its too easy for someone to figure out. Wasn't easy for me the first time(maybe it should have been), and i looked and looked for a tutorial on it. In general people told me it was impossible to do this. But maybe those were people that didn't know.
 
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