Siege on Walls

M

Majk

Guest
Hi im working on a map with castle to siege.
I have made "Siege Ladders" (friends recomended this one) for the attackers to climb up on walls. They work fine, no buggs or etc..
Althou i need some beter kind ladder function, since when the ladders enter region they becom undestructible.

And i remove the "undestructible trigger" there will still be the pathing betwen ground-wall that the triggers created.

Any of u trigger experts got any sugestions on what to change in this trigger?
---------------------------------------
How they work:

Events
Unit - A unit enters LadderLock1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Light Siege Ladder

Actions
Trigger - Turn on Ladder1 TP <gen>
Unit - Make (Triggering unit) Invulnerable
Unit - Pause (Triggering unit)
Trigger - Turn off (This trigger)

------------------------------------------
Next function is:

Events
Unit - A unit enters LadderEnter1 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 3 (Teal)
(((Owner of (Triggering unit)) Equal to (Player(1))) or ((Owner of (Triggering unit)) Equal to (Player(9)))) or (((Owner of (Triggering unit)) Equal to (Player(10))) or ((Owner of (Triggering unit)) Equal to (Player(12))))
(Unit-type of (Triggering unit)) Not equal to Light Siege Ladder
Actions
Unit - Move (Triggering unit) instantly to (Center of LadderEnd1 <gen>)

------------------------------------------
 
I'm confused, how does making the ladders indestructible affect the pathing?
 
What i ment was, that when removing the undestructible trigger.
the ladders can be destroyed right?

and when they dead.. the pathing trigger still remains, thats the bugg that im trying get fixed..

i want ladders that can be place on a spot near wall (unit paused)
and when units enter region infront, they move automaticly up on wall. But when the ladder is destroyed, people can still send troops to that region and get em up on walls (without a ladder) buggy! :(

I'v also tried this triggers wich works fine to, althou the same problem.. the pathing remain after ladder is dead.

(using a boolean variable named: siege_tower_1)
-------------
Ladder1 LOCK
Events
Unit - A unit enters LadderLock1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Light Siege Ladder
Actions
Unit - Pause (Triggering unit)
Set siege_tower_1 = True
Trigger - Turn on Ladder1 TRANSPORT <gen>
--------------
Ladder1 TRANSPORT
Events
Unit - A unit enters LadderEnter1 <gen>
Conditions
siege_tower_1 Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of LadderEnd1 <gen>)
---------------
Ladder1 DEATH
Events
Unit - A unit leaves LadderLock1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Light Siege Ladder
Actions
Unit - Kill (Triggering unit)
Set siege_tower_1 = False
Trigger - Turn off Ladder1 TRANSPORT <gen>
 
If the trigger keeps working after the "ladder" died...
well, it doesn't register the death...

"Ladder" is some kind of unit?


May I suggest you try:

Ladder 1 DEATH:
E: A unit dies
C: Unit type of triggering unit == Ladder
A: Set siege_tower_1 = false

Which tests for "death", not "leaves".



I'm guessing that your regions are large to the point that "center of region"
is actually "up the wall"?
It would seem safer to have two of them.
One for the "ladder" part and one for the "move up to" part.


One last note:
Using both "Turn on/off trigger" _and_ "siege_tower_1 true/false" is overkill.


HTH
AceHart
 
Thats a pretty good idea, and it workd when i tried it.
Althou then the new problem apears.. U see the attacking team should be able to build many siege ladders each.

And when i tried this on 2 ladders, the problem was that when 1 ladder died, all stopd working :(

thats pretty much coz "Event - unit dies"
Is ther anyway to make it so a "unit within a region dies" ??
coz that would fix the problem i think.. :(
 
Add a condition: Boolean comparison - Unit in region,
that says something like:
<region> contains (triggering unit)


Then again, why not simply use:

E: Unit enters region
C: region contains "ladder"
C: (triggering unit) is not of type "ladder"
A: "Transport" (triggering unit)...

All in one trigger... :)
(Well, one per region)


HTH
AceHart
 
heh

Heh since im so slow at this, and to save us bouth some time ^^
i have added alil map with the current triggers i use.

This might make it easier for u to locate the problem, and if u got time maybe add the correct trigger :D

//Majk
 
Majk = me ^^

LoL found my account to ^^
anyways heres the file
 

Attachments

  • sieg ladder help.w3x
    15.5 KB · Views: 167
This must be the most unfinished map ever :)


Units that are already in the region when a "ladder" arrives,
won't be moved...

It should still work if there are several ladders.

It should stop working if either the "ladder" dies, or moves away.
UNLESS there's another one.


Anyway, all of this in the attached map.


HTH
AceHart


P.s.: Why am I doing this? Hm... ;)
 
The Variable?

Yay it works fucking great man thx! :D
althou i added my "pause unit" trigger on it.
BUT a finall question.. the Variable: LaddersInRegion
it says something about units group array (2)??

does it have to do anything about that its just 2 ladder regions?
coz i have total 8 on real map.. just curioes :)
 
Anything? Everything! :)

LaddersInRegion[1] keeps track of all ladders in region 1.
LaddersInRegion[2] keeps track of all ladders in region 2.
...

See the pattern?


Similar pattern for the used custom values:
any ladder in region 1 has a custom value of 1,
any ladder in region 2 has a custom value of 2,
...



HTH
AceHart
 
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