Sheep Tag New and improved, Help please

Sooda

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How can be it ? They should be separated when units are created and then two player groups become allies and enemyes. Or add action what makes player group wolves enemyes for player group sheeps.
EDIT: I can' t belive two player groups can be some how allies. Please post your unit spawn trigger, I tested with computers and I didn' t see any wrong "ally" from sheeps. Is it happening randomly or in every game ? When you test with computer players will same thing happen ?
To give fixed amount gold to players (For wolves and sheeps) you can do this:
Code:
Income
    Events
        Time - Every 30.00 seconds of game time
    Conditions
    Actions
        Player Group - Pick every player in Sheeps and do (Player - Add 150 to (Picked player) Current gold)
        Player Group - Pick every player in Wolves and do (Player - Add 150 to (Picked player) Current gold)
 
F

fratleyslaye

Guest
I'm not sure, I love the concept of the random teams idea. . . BUT it keeps bringing up more and more un resolved problems it seems. I love all the help you have put into this, but it almost seems like a lost cause.
 

Sooda

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318
Lol don' t give up. Give atleast map so I can see what triggers you got there, maybe I can fix it. I really don' t belive preset player groups can somehow just be allyes when they haven' t even set allyes.
EDIT:
I added to wolves spawn two new actions what should now hopefully fix wrong ally problem. These new actions are in bold. If that dosen' t work then... post your map.
Code:
Actions
    For each (Integer A) from 1 to 12, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Player Group - Add (Player((Integer A))) to Sheeps) else do (Do nothing))
    Player Group - Pick every player in Wolves and do (Player Group - Remove (Picked player) from Sheeps)
    [B]Player Group - Pick every player in Wolves and do (Player Group - Make (Player group((Picked player))) treat Sheeps as an Enemy)
    Player Group - Pick every player in Sheeps and do (Player Group - Make (Player group((Picked player))) treat Wolves as an Enemy)[/B]
    Player Group - Make Wolves treat Wolves as an Ally with shared vision
    Player Group - Make Sheeps treat Sheeps as an Ally with shared vision
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) is in Wolves) Equal to True))) and do (Unit - Create 1 Farm for (Picked player) at (Center of (Playable map area)) facing Default building facing degrees)
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) is in Sheeps) Equal to True))) and do (Unit - Create 1 Farm for (Picked player) at (Center of Region 000 <gen>) facing Default building facing degrees)
EDIT: If this dosen' t solve problem just move pick every player in wolves/ sheeps to back of Player Group- Make wolves/ sheeps treat wolves/ sheeps as an Ally with shared vision.
 
F

fratleyslaye

Guest
I think its finally working!! Now I need a trigger to stop the units from spawning if someone isnt in that spot, but im pretty sure I got that one down on my own ;)

Code:
Delete players
    Events
        Player - Player 1 (Red) leaves the game
    Conditions
    Actions
        Unit - Kill (Triggering unit)

It would obviously be something like this, but how can i make it occur to all people instead of just player 1 (red) player 2 (blue) etc. I'm guessing by using an integer? and then for unit - kill I need to kill all structures of that player also.
 

Sooda

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How did you got that working (curious) :D
To destroy all player units (also buildings) you use units in region owned by player. You are learning by doing things your own, but that last your posted trigger has no triggering unit.
Code:
Delete players
    Events
        Player - Player 1 (Red) leaves the game
    Conditions
    Actions
        Unit - Kill ([B]Triggering unit[/B])
When event is player leaves then he is just a player not a unit. To kill his/ her units do this:
Code:
Player 1 leaves
    Events
        Player - Player 1 (Red) leaves the game
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in (Playable map area) owned by (Triggering player)) and do (Unit - Kill (Picked unit))
        If (((Triggering player) is in sheeps) Equal to True) then do (Player Group - Remove (Triggering player) from sheeps) else do (Do nothing)
        If (((Triggering player) is in wolves) Equal to True) then do (Player Group - Remove (Triggering player) from wolves) else do (Do nothing)
You need to make for each player it again, just change from Events player 1 up to player 12. I didn' t test it in W3, made it in new map but I am sure it will work, if not tell me and I try to fix it. I could add fancy text message what displayes something like that: Player [number] or even player name ( colored with coresponding player color) has left the game.
Ex: Sooda has left the game.
or
Player 1 has left the game.
EDIT: Hey :) I did all the sorting players already so if player isn' t playing he can' t get unit just edit these two lines in Wolves spawn:
Code:
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) is in Wolves) Equal to True))) and do (Unit - Create 1 Farm for (Picked player) at (Center of (Playable map area)) facing Default building facing degrees)
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) is in Sheeps) Equal to True))) and do (Unit - Create 1 Farm for (Picked player) at (Center of Region 000 <gen>) facing Default building facing degrees)
to these:
Code:
Actions
    Player Group - Pick every player in sheeps and do (Unit - Create 1 Farm for (Picked player) at (Center of Region 000 <gen>) facing Default building facing degrees)
    Player Group - Pick every player in wolves and do (Unit - Create 1 Farm for (Picked player) at (Center of (Playable map area)) facing Default building facing degrees)
If you look carefuly wolves spawn actions at beginning added player is checked if he/ she is playing :rolleyes:
 
F

fratleyslaye

Guest
I haven't tested it yety, but surely it works. . . This is new thing:

Code:
Wisp gets tped to center of map
    Events
        Unit - A unit leaves Spawn Region <gen>
    Conditions
        (Triggering unit) Equal to Wisp
    Actions
        Set Wisp = (Matching unit)
        Unit - Move (Triggering unit) instantly to (Center of Spawn Region <gen>)

I am trying to do, exactly as the code states, but I don't know how to set the Wisp variable. Pretty sure Set Wisp = (Matching unit) wont work, it's kind of put in there as a placeholder to show on here.
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> Pretty sure Set Wisp = (Matching unit) won't work

Indeed, "matching unit" is only valid inside the condition part of some "matching ..." action.

But, you used "triggering unit" in the condition and in the second action.
Why not here too?
 
F

fratleyslaye

Guest
Code:
Wisp gets tped to center of map
    Events
        Unit - A unit leaves Spawn Region <gen>
    Conditions
        (Triggering unit) Equal to Wisp
    Actions
        Set Wisp = (Triggering unit)
        Unit - Move (Triggering unit) instantly to (Center of Spawn Region <gen>)

Is this what you meant? because it doesnt seem to work either.

I need it to say (Triggering unit) Equal to Sheep spirit But I don't know how to do that without inserting a variable, and then if i do that i have to make variable(Wisp) = to sheep spirit somehow or everyone that does it gets transported
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> (Triggering unit) Equal to Wisp

This condition waits for one particular unit (to leave the region).


> I need it to say (Triggering unit) Equal to Sheep spirit

How does "Wisp" fit into that?

What's supposed to happen to "Wisp" once you set that value?
Can't you just use a unit-type comparison and be done with it?
What is this supposed to do?
 

Sooda

Diversity enchants
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318
But sheep spirits and sheeps are different units. If you make condition what checks if leaving unit equal to sheep spirit or not then only sheep spirits are moved and not sheeps.
EDIT:
Code:
Sheep spirits prison
    Events
        Unit - A unit leaves Region 000 <gen>
    Conditions
        (Unit-type of (Leaving unit)) Equal to Wisp
    Actions
        Unit - Move (Leaving unit) instantly to (Center of Region 000 <gen>)
EDIT: I was away for 4 days, vacation :D now I' m back ! :)
 
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