Repick?

pwnagenub2

New Member
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I'm trying to make it so when a player says '-repick', he gets to choose another player.

Code:
Repick
    Events
        Player - Player 1 (Red) types a chat message containing -repick as An exact match
    Conditions
    Actions
        Wait 2.00 seconds
        Unit - Remove (Triggering unit) from the game

This isn't working, I don't know why, but I've tried a couple of different things, and I think It's the Removoe Triggering unit part.
 
Well theres no unit involved...you have to have the hero stored in a variable.
 
well here is what I use, its fairly simple:

Code:
Repick
    Events
        Player - Player 1 (Red) types a chat message containing -Repick as An exact match
    Conditions
    Actions
        Unit Group - Pick every unit in (Random 1 units from (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))) and do (Actions)
            Loop - Actions
                Unit - Remove (Picked unit) from the game
                Unit - Create 1 Wisp for (Triggering player) at (Random point in Whisp start <gen>) facing Default building facing degrees
                Camera - Pan camera for (Triggering player) to (Position of (Last created unit)) over 0.00 seconds


it basicly removes "all" heros the player had, and creates a new "picking unit" for that player and then pans the camera over to the newly created "picking" unit, obviusly you can swich out the picking unit or remove it if you dont use a picking unit etc etc :)


this trigger is based around that you take the time to add all the players on there, so it works for everyone instead of having to make 9 diffrent triggers 1 for every player, althoug that might not be such a bad idea :)
 
Or

Code:
Pick every unit in (Units owned by (Player 1 (Red))) and do:
  Remove (Picked unit) from the game

Or for a leakless version:
Code:
 Set Temp_Unit_Group = (Units owned by (Player 1 (Red)))
 Pick every unit in Temp_Unit_Group and do:
  Remove (Picked unit) from the game
 Custom Script: call DestroyGroup (udg_Temp_Unit_Group)
 
hey ziggy. I got a question about memory leaks.

If were to use the same variable for all unit groups, for example: tempGroup, would I have to still destroy the group for the memory to be erased? Or is it completely overridden when I set tempGroup to a different unit group?
 
This might help you. Learned this from:SD_Ryoko

Variables to create:

REPICK.jpg


Events:


Code:
Events
    Player - Player 1 (Red) types a chat message containing -repick as An exact match
    Player - Player 2 (Blue) types a chat message containing -repick as An exact match

Conditions:

Code:
Conditions
    (Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))) Equal to 1

Actions:

Code:
Actions
    Game - Display to (All players) the text: A player chose the ...
    Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
        Loop - Actions
            Player Group - Pick every player in (All players) and do (Actions)
                Loop - Actions
                    Player - Make (Unit-type of (Picked unit)) Available for training/construction by (Picked player)
            Unit - Remove (Picked unit) from the game
    Set Hero_Random = (Random integer number between 1 and RandomCounts)
    Unit - Create 1 Heroes[RandomDatas[Hero_Random]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
    Selection - Select (Last created unit) for (Owner of (Last created unit))
    Game - Display to (All players) the text: (A player has randomed  + (Name of (Last created unit)))
    Player Group - Pick every player in (All players) and do (Actions)
        Loop - Actions
            Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
    Set RandomDatas[Hero_Random] = RandomCounts
    Set RandomCounts = (RandomCounts - 1)
 
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