Replaced Unit won't Attack-Move

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Hello, I have a wave of minions that as soon at it appears it will Attack-Move to one of two enemy tower lines, but once it reaches the middle it will be replaced by another minion. Everything good so far. My problem is that the replaced minion will stay still once it is converted, this is the code I have which is wrong:

2yyo19j.jpg


(The spirit tower is the Final tower or "Nexus")

I would like for the minions, once they have converted, to attack-move to a random 1 of two enemy lines. the waves consist of 6 minions and the ideal will be for 3 to go to one enemy line and the other 3 to the other(once they are replaced).

Thank you for your time
 

AceHart

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Well, splitting 6 minions into 3 and 3 is not "random 1 of ..." :p


For a perfect split, something like this might do:

On Map Init, prepare a point array with the positions of those towers:
Set Towers[1] = Position of pre-placed-tower-1
Set Towers[2] = Position of pre-placed-tower-2

And some integer variable that starts at 1 (I called it CurrentTower below)


The sending them off part could then be:
Unit - Order (Last replaced unit) to ... to Towers[CurrentTower]
Set CurrentTower = 3 - CurrentTower
 

Widescreen

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I didn't understand can you be more specific, please? The target of the replaced minion are 3 towers (three on one side and 3 on the other) not 1, and there should be something for when the first tower or second and even the last one is destroyed to move on to the next one (if the last one is not destroyed).
 

AceHart

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This is the rant post, a helpful reply will follow below:

Oh, really?
THEN WHY THE DAMN CRAP WAS THAT INFO NOT IN POST #1???
Do you really think that anyone would just randomly guess what the problem is?
Are people really that out of sync with reality?
We are not mindreaders here...

Basically, posts #1 and #3 and mutually exclusive... wtf
 

AceHart

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Well, that of course changes everything... you should have started there.

This just needs a bit of fine-tuning then.
As in, you need to keep track of what tower is currently the "first" in each line, and adjust as needed.
Then use the splitting system from above as long as there are towers in both lines, and ... as needed if one line is empty.

I have attached a demo-map here.
You can kill towers, and footman, by clicking them, so it's easy to test it out in all variations.
Note: only ever kill the towers in order!
 

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  • TowerSplit.w3x
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Widescreen

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This is the rant post, a helpful reply will follow below:

Oh, really?
THEN WHY THE DAMN CRAP WAS THAT INFO NOT IN POST #1???
Do you really think that anyone would just randomly guess what the problem is?
Are people really that out of sync with reality?
We are not mindreaders here...

Basically, posts #1 and #3 and mutually exclusive... wtf

Dude! Chill out for the love of sake! I mention that it was a tower line so that means more than 1 tower. Your post was really useful and I am thankful but I can't get them to go to one of the two lines, would you mind giving the code a quick glimpse?
 

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  • Test3.w3x
    411 KB · Views: 406

AceHart

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"It doesn't work" is not a very good problem description...

What are we looking at here?
When does the problem show?
How does it show?
Can I make it happen, or do I need to wait for... some magical moment?


What is sort of obvious from a look at the triggers:
- HasTowersUp and friends need to start at true, so either in some init trigger or directly in the variable editor
- UpOrDown should be initialized to 1 and there really needs to be one such variable per trigger, not one for all three
- Splitting Green probably wants to work with ...Right and ...Down rather than ...Up and ...Down



Random notes:
- Summon Roderal costs 125 mana, on a Hero that starts with 105
- Zyla can not be selected
 

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"It doesn't work" is not a very good problem description...

What are we looking at here?
When does the problem show?
How does it show?
Can I make it happen, or do I need to wait for... some magical moment?


What is sort of obvious from a look at the triggers:
- HasTowersUp and friends need to start at true, so either in some init trigger or directly in the variable editor
- UpOrDown should be initialized to 1 and there really needs to be one such variable per trigger, not one for all three
- Splitting Green probably wants to work with ...Right and ...Down rather than ...Up and ...Down



Random notes:
- Summon Roderal costs 125 mana, on a Hero that starts with 105
- Zyla can not be selected

Thank you very much. Yes, the game is on early stage it has become a problem that the hero will not be selected when first entering and I don't know why, maybe by duplicating the trigger?
 

AceHart

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Well, some more looking:
> (Owner of (Entering unit)) Equal to (Random player from (All allies of Player 10 (Light Blue)))

Replace with:
((Triggering unit) belongs to an ally of Player 10 (Light Blue)) Equal to True

Same for the other conditions and teams
 

3ICE

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I bet "Replace" does not trigger the "unit enters region" event again. That's your problem. Edit: Elaborating: The minions being replaced with enchanted minions in the middle are already inside the region "center" when they are replaced, so technically the new units never entered center - the whole UpOrDown thing never fires. Here's a far simpler solution:
Event - Unit enters center
Condition: Unit type is Minion
Actions:
Replace unit with Enchanted Minion
If UpOrDown
Order unit to attack up
Else
Order unit to attack down

p.s.: I've seen you create "else" actions that Do nothing. Allow me to convince you to not do that: http://www.3ice.hu/blog/do-nothing-is-evil/
 
Last edited:
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