Thanks but can you clarify?

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YedrawsTooth

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I'm a little confused on how to make the archmage attack the unit that attacks the neutral units....i used the attacked unit? not the attacking? ....hhmm...also...I have not idea how to edit unit abilities such as mass teleport though that would solve my problem immediatly.... do you know how?

Thanks

Yed.
 
First off, you should have kept this in your other thread. Otherwise, thinks tend to look very messy, so next time (don't bother changing it now) keep all these questions in ONE thread, please.

Second off, if you want the Archmage to attack the UNIT that is ATTACKING your red neutral team thing, then I would use a trigger like this:

E: A unit attacks a unit
C: Attack unit is owned by Player <X> Red
A: Issue Archmage to teleport, targeting ATTACKED unit
Issue Archmage to attack ATTACKING unit

That should do it (I think) lemme know what happens.

Oh, and read the rules, and you'll understand about the first part of my message! :D

-Forgot this-

Abilties can be edited in the OBJECT editor...I think it looks like a button with a helmet, from your main Warcraft Editor window. However, if you have RoC, you have a problem, because I'm not sure if you can edit/create custom abilities...
 
Senkin, you're a little confused, as this question was carried over from another thread. The Archmage is this person's 'town guardian', so to speak. He has it hidden, and wants the Archmage to teleport in every time a player attacks a member of the town (which is under no player's control)
 
oh sry alexander i'm new to forum edicet....if i make mistake let me know im not trying to offend....I just dont use forums that often...thx for clarification
 
Darg said:
2. Try and keep topics to one thread. If you created a thread and have further troubles on that particular problem, post it in the already created thread. This cuts down on un-needed clutter in the forum. If you have to ask multiple un-related questions at once we STRONGLY SUGGEST you write them all in the ONE post.

There's a qoute from the Rules of the forum. If you look at the forum, you'll see it's ALWAYS the fourth thread in this forum! :D So take a look, but for now: That's the rule I was talking about. It's not biggie, just try not to make a habit out of it ;)

Have a nice day! :D
 
Letting you know how it worked

Ok well this is what i used

E) Unit owned by player 1 (Red) is attacked
C) didnt think one was neccassary (prob wrong about that lol)
A) Unit-Order Arcmage to mass teli attacking unit
A) Unit-Order Unit (Archmage) to attack (attacking unit)

He teleported in but he failed to attack me... am i using the wrong event...I am currently using a player owned specific event but mabey i need to use a specific unit event and then use a condition... Oh and ill read the rules Where are they posted, I would like to cooperate.
 
http://www.thehelper.net/forums/showthread.php?t=8229

Those are the rules. :)

As for your trigger, I don't understand why it wouldn't work...Hmm...Let's see if we can be more specific, you want this to attack an ENEMY player? Or a player who's allied with Red, but attacks a Red unit?
 
Ok so here is what i would like to have happen.... I am having trouble assigning forces so mabey getting that straightened out will help.

{Desired Forces}

Force 1) Teal (Human Controlled) (Beginning hero selector)
Orange (Human Controlled) (Beginning hero selector)
Green (Human Controlled) (Beginning hero selector)
Red (Neutral) (All neutral forces arcross the map)

Force 2) Blue (Computer controlled) All manner of hostile forces

{Problems encountered}

I have blue units out initially as creeps to battle however when i set them as computer controlled, red as neutral controlled, and say teal as human user controlled, and i test start map expecting to control my teal wisp (hero selector) I end up controlling blue (the computer controlled hostile force) I dont know why this is...so I currently do not have blue (enemy creeps) set as a player in the map. This fixed the problem to an extent...results below

{results}

I no longer controlled hostile blue
I controlled a wisp, however it was a red wisp (NOTE: I did not place a red wisp but teal,orange,green ones) And I could control this red wisp but not all other red buildings or units who remained neutral....this was bizzare to me since if I was accidently controlling a red wisp I would expect to be controlling all of red...Triggers still work however, in selecting a hero.

{Archmage Problem in Relation to above mentioned issue}

Some people take it upon themselves in ORPGs or RPGs to attack neutral aiding units. I have seen this problem solved in a couple of ways however I wanted to do something unique. So when a (unit) controlled player such as teal/orange/ or green attack (neutral) red, my archmage will mass teleport in, attack the attacking (human controlled) unit until dead and then mass teleport out to its orginal location. Whatever force I need this archmage to be on I will put him on however I am lost in what to do.....mabey the reason the archmage is not attacking is because currently the neutral red and human controllled colors are all in the same force. Does this explain ok? I'll explain further if need be.

P.S.= thx for the rules i appriciate the politeness of this forum.
 
Hmm...I have another few questions:

Why did you make the two neutral teams colors? It wouldn't work if all the units/buildings were controlled by Neutral <Hostile/Passive>? It might be that THAT is what's confusing the Archmage, especially if you're Red when you play, and so is the Archmage.

If you wanted to get complicated, you could start using a trigger to mess with the ally settings. Like (I don't have the editor up, so these aren't exact terms):

E: A unit owned by Player 1 (Red) is attacked.
C: (Owner of (Attacking unit)) is player controlled equal to True
A: Unit: Order Archmage to Teleport, targeting Attacked Unit
A: Switch Player 1 (Red)'s alliance settings to hostile with (owner of (attacking unit))

Now, like I said, these are obviously not the exact terms you need, but I'm sure you could find them if you tried. The only problem with that is that ALL of the Red units will be hostile to the player, and I don't think you want that. Now, obviously you don't want Red to remain hostile with the attacking player forever, so you'd have to make another trigger:

E: A unit dies
C: Dying unit <or triggering, but I think dying works better> is owned by a player controller
C: Killing unit is equal to Archmage.
C: Killing unit is owned by Player 1 (Red)
A: Teleport the Archmage back into hiding
A: Set the alliance back to whatever you need so Red doesn't constantly beat up the player

And that SHOULD work, at least in my mind.

Now, I'm not the best with triggers, Darg, SD_Ryoko, and even XXconanXXX are all more experienced, so if one of them come along and explain a different way, I suggest theirs over mine. But this is what I think will work. Give it a shot and lemme know what happens.
 
Just be careful in your trigger with unit being attacked as the event..... otherwise your archmage could try to teleport 30 ft away every time something is attacked and that would defeat your purpose....

I would suggest splitting these 2 actions apart , putting the reaction/teleport in 1 trigger and the attack order in the other.... once the teleport has been activated... use actions to turn off the 1st one. then create a 3rd trigger so that when he is no longer attacking or (no enemy unit in range)... he will teleport back..

Just a thought
 
YOU STOLE MY LINE! :P YOU LITTLE! Naw, just kidding, lol...

Actually, that's a good idea. It'll be a bit more work, but a bit cleaner of a result, which is always nice. But I'm sure Rinpun or Conan will eventually show up and blow us all away with brilliance...*Sigh*
 
Update on the archmage

Those are both excellent ideas. I should have done this sooner but i had one of my beta testers for my map, who happens to be a comp. science major, and lives arcross the hall take a look. He actually got things to improve quit a bit. So here is what im looking at so far. Ill copy the triggers im using

Events/Conditions/Actions currently in use

{Trigger 1}

Event)) Unit - A unit owned by Player 1 (Red) Is attacked
Action)) Set RedAttacker = (Attacking unit)
Action)) Unit - Order Beta Tester's Wrath (Demon Form) 0949 <gen> to Human Archmage - Mass Teleport (Attacked unit)

{Trigger 2}

Event)) Unit - A unit owned by Player 1 (Red) Is attacked
Action)) Unit - Order Beta Tester's Wrath (Demon Form) 0949 <gen> to Attack (Attacking unit)

After he spent alot of time checking out triggers and stuff he came up with this... before, whenever I attempted to tag on a second trigger for the attack when the archmage beams in, the archmage would fail to even beam in at all, when i removed the second trigger, he beamed in. Now I currently have the archmage beaming in even when I have added the second trigger event but the archmage still doesnt attack. So its a slight improvement, I think my friend figured out a cleaner way of doing things

As for the forces I messed around with them as did my friend and I think I have things semi-figured out although im hopeing you could help me some more lol.
I currently now have three forces up.

Force 1=Human Users
Force 2=Computer Hostile Creeps
Force 3=Alliance Neutral Buildings/Units

Now I think this is what I need however this is what is going on that is weird. When I start my game up just using the (test map) option in map ed. I start out controlling the computer hostile set creeps....My friend and I were miffed at this so the game was started up in Lan Settings Mode and we found out the problem. Two forces show up like they should Foce 1 (Humans) and Force 2 (Comp) however the game auto puts player 1 human in the computer hostile slot...I have to end up setting a computer player in the computer Force slot and then moving up to a human slot and then starting the map... can i fix this?

thanks for your patience guys

Yed.
 
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