Sajberhippie
New Member
- Reaction score
- 30
So, in my map I want players in control of a certain unit (Farm) to have that unit spawn other units (Villagers) periodically. However, I want it to work like Locust Swarm; It spawn them periodically until they reach a certain number, then they stop spawning them, and if one dies a new one is spawned. Basically, I want a limited number of people living in each farm.
First I tried using a Locust Swarm-clone with changed unit types.
I've tried adding the ability, having the Farm cast it, and remove the ability. The units spawned, but if they died no new ones were created.
I tried adding the ability to a dummy, but that brought on a whole new level of problems related to changes in ownership and problematic triggers. I'll post those triggers a bit down in the post, because if those issues could be solved that would be it.
I've also thought about using a periodic trigger, but that has one major problem: I don't know JASS, and I can't figure out a way to limit the amount of units spawned (I simply can't have a variable for each farm, there's too many and they are buildable). However, a triggered system might be a good solution if anyone knows one.
The locust-swarm-on-dummy-unit had one major issue, and that was that if effed up badly when the farm changed owner (a frequent happening in this map). Sometimes all villagers died (don't know if the dummy too died), or they remained but wouldn't spawn any more, or they remained in the old players control. The triggers involved are these:
First I tried using a Locust Swarm-clone with changed unit types.
I've tried adding the ability, having the Farm cast it, and remove the ability. The units spawned, but if they died no new ones were created.
I tried adding the ability to a dummy, but that brought on a whole new level of problems related to changes in ownership and problematic triggers. I'll post those triggers a bit down in the post, because if those issues could be solved that would be it.
I've also thought about using a periodic trigger, but that has one major problem: I don't know JASS, and I can't figure out a way to limit the amount of units spawned (I simply can't have a variable for each farm, there's too many and they are buildable). However, a triggered system might be a good solution if anyone knows one.
The locust-swarm-on-dummy-unit had one major issue, and that was that if effed up badly when the farm changed owner (a frequent happening in this map). Sometimes all villagers died (don't know if the dummy too died), or they remained but wouldn't spawn any more, or they remained in the old players control. The triggers involved are these:
Trigger:
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Triggering unit)) Equal to Peasant's Home
- Then - Actions
- Set TempPoint = (Position of (Triggering unit))
- Unit - Create 1 Villager Summoner for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
- Unit - Order (Last created unit) to Undead Crypt Lord - Locust Swarm
- Custom script: call RemoveLocation(udg_TempPoint)
- If - Conditions
Trigger:
- Building Destroyed
- Events
- Unit - A unit Dies
- Conditions
- Actions
- Set TempPoint = (Position of (Triggering unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) is in FoundationHouses) Equal to True
- Then - Actions
- Unit - Create 1 Foundation (Farm) for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to FoundationHouses
- Set TempGroup = (Units of type Villager Summoner)
- Unit Group - Add all units of (Units of type Body Summoner) to TempGroup
- Unit Group - Pick every unit in TempGroup and do (Actions)
- Loop - Actions
- Set TempPoint2 = (Position of (Picked unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Distance between TempPoint and TempPoint2) Less than or equal to 100.00
- Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
- If - Conditions
- Custom script: call RemoveLocation (udg_TempPoint2)
- Loop - Actions
- Custom script: call DestroyGroup (udg_TempGroup)
- Else - Actions
- If - Conditions
- Events
Trigger:
- Building Changes Owner
- Events
- Unit - A unit Changes owner
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- (Unit-type of (Triggering unit)) Equal to Peasant's Home
- (Unit-type of (Triggering unit)) Equal to Breeding Pit
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Set TempPoint = (Position of (Triggering unit))
- Set TempGroup2 = (Units of type Villager Summoner)
- Unit Group - Add all units of (Units of type Body Summoner) to TempGroup2
- Unit Group - Pick every unit in TempGroup2 and do (Actions)
- Loop - Actions
- Set TempPoint = (Position of (Triggering unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Distance between TempPoint and TempPoint2) Less than or equal to 100.00
- Then - Actions
- Set TempUnitType = (Unit-type of (Picked unit))
- Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
- Unit - Replace (Picked unit) with a TempUnitType using The old unit's relative life and mana
- Unit - Order (Last replaced unit) to Undead Crypt Lord - Locust Swarm
- Else - Actions
- If - Conditions
- Loop - Actions
- Custom script: call DestroyGroup (udg_TempGroup2)
- Custom script: call RemoveLocation (udg_TempPoint)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events