Something like DoTA...

  • Thread starter Thread starter Omalley666
  • Start date Start date
SD_Ryoko said:
Ace...

The only thing, he never answered my email about location / age.


That's very much possible, indeed.
About 99.9% of anything send to my officially-registered-with email
gets shot on sight.
SPAM...

Unfortunately, the signal to noise ratio is so, well,... small? minimal? negligible?
on that account that... well :)
 
Anyway, alright...it's almost time for the not-really-highly-anticipated alpha-beta to be realeased....but, I'm going through my spells and upgrades, and realized I just made them all the same color for their tool tip! So, how to I change colors for text in WEU?
 
No worries...I ust needed some help...and besides....what am I gonna do to you...throw a fit? :P
 
For Warcraft III hex codes, I use a nifty program called Color Picker which (I think) can be found in the FAQ thread. If the link is broken or if it's not in there at all, here it is.
----------

SD_Ryoko said:
Ace is on my most respected list.

Hehe, he's the only member here who is very helpful and hasn't caused you any problems;). Me, on the other hand, am here to make Ryoko's head explode:D.
 
okay....no more mister, I'm-making-a-cool-map-I-think......time to get hardcore and start cracking heads! :mad: :mad: :mad: :mad: Grrrr......Now....I've looked.........not everywhere....but alot of places....and no one will tell me how DotA had their sounds set up so that after a certain amount of kills a sound will play!!!!

PLEASE!! I beg thee!!!
 
Never played any Dota, but, I would guess that they are counting the kills,
and, given "enough" of them, they play a sound...

Along the lines of:
Code:
Events
    Unit - A unit Dies
Conditions
    (Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
Actions
    Set CountKills[(Player number of (Owner of (Killing unit)))] = (CountKills[(Player number of (Owner of (Killing unit)))] + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            CountKills[(Player number of (Owner of (Killing unit)))] Greater than 42
        Then - Actions
            -------- Do something here --------
        Else - Actions

With "CountKills" being a variable of type "integer", array, of size "number of players".
 
:( :( :(

Of course I would never think of that.........HMmmmmmmm........anyone else?
 
Do you mean like in DotA when player's kill a certain amount of heroes in a short period of time it plays a sound? If that's true, then AceHart could probably cook you up something, so I just wanted to clarify that if that's what you meant.
 
Yup, Well.....that is one....the other one AceHart Sort of is want I want......acually....it is lol But the two trigs I'm sure are

When a hero dies within 2-3 seconds of an ally hero, play sound or something like that lol

The one AceHart did

When a hero dies and the killing hero has yet to die after killing three heros, play sound.,.....again, something like that lol, I would really appreciate it and if you want to see what I have thus far (which is almost nothing) go to the forums at

http://paragonreviewsnmods.com
 
I see...

Code:
CountKills
    Events
        Unit - A unit Dies
    Conditions
        (Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
    Actions
        Set CountKills[(Player number of (Owner of (Killing unit)))] = (CountKills[(Player number of (Owner of (Killing unit)))] + 1)

Counting the kills, as above.


Code:
Combo
    Events
        Time - Every 5.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        CountKills[(Integer A)] Greater than 3
                    Then - Actions
                        -------- Do something here --------
                    Else - Actions
                Set CountKills[(Integer A)] = 0

Every 5 seconds, the kills counter is reset to 0.
If, however, it was greater then 3, do something first.
Which means, the "do something" only ever happens if you manage to kill 3 units within 5 seconds...

Seems to be closer to what you're looking for.


No, still haven't played any Dota... ;)
 
Or, a more involved version:

Code:
CountKills
    Events
        Unit - A unit Dies
    Conditions
        (Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
    Actions
        Set CountKills[(Player number of (Owner of (Killing unit)))] = (CountKills[(Player number of (Owner of (Killing unit)))] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CountKills[(Player number of (Owner of (Killing unit)))] Less than 2
            Then - Actions
                Countdown Timer - Start timers[(Player number of (Owner of (Killing unit)))] as a One-shot timer that will expire in 5.00 seconds
            Else - Actions

Still counting kills here, but, on the "first" one, we start a 5 seconds timer.
("timers" is a variable of type "timer", array, of size 12)

Code:
Timer1
    Events
        Time - timers[1] expires
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CountKills[1] Greater than 3
            Then - Actions
                -------- Do something here --------
            Else - Actions
        Set CountKills[1] = 0

This would have to be repeated for every player.
(Copy & paste, then change the "1"s to "2"s, and so on)

The overall idea being that, on the very first kill, start a timer,
and, when it expires, have a look at how many kills the player
got in that time.
If it is above some number, 3 in my example, then ...
Then the kills counter is set back to 0, so it's ready for the next run.

Needs more triggers, but doesn't miss as many combo kills as the above one ;)
 
T_T_T_T_T_T_T_T_T_T_T_T_T_T_T_T_T_T_T_T_T_T_T

You are god! Thanks alot!
 
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