Trigger Question

M

mustsk8

Guest
I am trying to make a game in which 2 forces attack each other. (similiar to DOTA)
But when i use the trigger to create the units and move them to another spot to attack... they dont attack enemies on their way to their destination... (in DOTA, the units automatically attack when they see an enemy) I need help replicating a trigger for this.

All imput is welcome!!! :D
 
What order are you giving them?
Seems to me it should be "attack-move".
If it isn't, try it.
(If it is, post back here :))


HTH
AceHart
 
Ty AceHart

Ill try that...
For now tho, lol, i need help with my ability, Demolish... which is used in many sheep tags... mine isn't destroying the building tho.
I have the trigger set up like this...
Event:
Unit- A unit finishes casting an ability
Condition:
(Ability being cast) equal to demolish
Action:
Unit- Kill (Casting Unit)

P.S.
If you have a suggestion... plz tell me the whole trigger... i have tried many combinations like changing the finish casting ability to start casting ability, etc.
Thankyou lol
 
Thankyou

Thankyou AceHart... It works!!! Yay lol. :D

Your a genious. ;)
 
More helped needed!!!

I have an ability on my lumber mill...
i want it so i can click the ability, and it will take 100 of my lumber and automatically convert it to gold... only problem is, i need a condition that the caster must have 100 lumber... other wise ppl could just get gold and gold and gold...
My trigger so far is this...
Events:
Unit- begins casting an ability
Conditions:
((Triggering unit) is a structure) equal to True
(Ability being cast) equal to "Sell 100 lumber for gold"
» Right here i need a condition that will require the caster to have 100 lumber
Actions:
Player- Add 100 gold to (Triggering player) Current gold
 
Got a million questions for the 15 maps i am making lol

In tree tag IX, there is a sentry tower which exceeds the eyes sight of the standard 1800 range... in gameplay constants this cannot be added too. So it must be a trigger lol... can figure out how it works either... if you have any ideas or imput... plz tell. :D
 
Code:
ConvertGoldToLumber100

Events:
Unit- begins casting an ability

Conditions:
((Triggering unit) is a structure) equal to True
(Ability being cast) equal to "Sell 100 lumber for gold"
((Owner of (Triggering unit)) Current lumber) Greater than or equal to 100

Actions:
Player- Add 100 gold to (Triggering player) Current gold

To get the drop down, go to Integer Comparison and change the dropdown there from whatever it was originally to Player Property. Change the property to current lumber and the "player" to owner of triggering unit. Then, make it greater than or equal to 100.

As for the answer to your second question....

In Upgrades there is an upgrade to INCREASE your Sight Range. Simply make it 1 level and make the base and increment what you want your extra sight to be. Now with a trigger of map initialization/small time elapse, set the upgrade level from 0 to 1, and your tower will have farther sight--oh, the tower needs to have the upgrade under UPGRADE USED, or else it won't work.
 
I would put the lumber test inside the actions:

if
- lumber less 100
then
- show text "Not enough lumber"
else
- add gold
- remove lumber

I see me there, you click on the ability and nothing happens... ( @!#?@! not working).
With some visual reminder that you need lumber... :)


Also, do you need the "caster = structure" test?
Are there normal units that have that ability too?


HTH
AceHart
 
Umm

AceHart... i got the lumber trigger working, Yay.

P.S.
I dont know what upgrade you are talking about for the whole extended vision ability and all, lol... cant find it. :D

------------------------------------------------------------------------------------------------

I am trying to make an ability called pick pocket, it will not give me gold tho :(
This is what it looks like:

Event:
Unit- Unit finishes casting an ability
Condition:
(Ability being cast) Equal to Pick Pocket
Action:
Player- Divert 10% of the Gold income of (Owner of (Target unit of ability being cast)) to (Owner of (Casting unit))
Game- Display to (all players matching ((Target unit of ability being cast) Not equal to (Casting unit))) the text: |cffff0000Haha you got robbed!!!|r
 
Is that what Divert the Gold Income is supposed to do? Because, I suppose, if that doesn't work, try something more sophisticated.

Something like this:

Set TheBooty = (Target unit of ability being cast) Current Gold divided by 10

Subtract TheBooty from Owner of Targeted unit....
Add TheBooty to Owner of Casting unit....

------

Something like that. If you can't make it negative property with the variable, make MinusTheBooty = to Current Gold divided by -10. You can now have a negative TheBooty added to the robbed player--to subtract their gold.



As for your other question.

You can't find it? Look with your eyes. In each upgrade they have a particular "buff" given to them towards the top of their data. Stuff like Attack Damage Bonus.

Simply look at the dropdown and look WAY at the bottom and you will find Sight Range Bonus.
 
Ok...

Rinpun:
I got the upgrade... thankyou.
But if i make the booty -10 when i set it... i cant add it to the robber... it will decrease his gold too, lol. I think i will just set the rob to a number like 200 gold... and something like that lol.

If you do find out how to do the 10% tell... i like the fact of him trying to find the richest person to rob lol.
 
.....

:D

*Bursts out laughing*

You totally don't get it. Let me reword it.

You DON'T set it to -10!!!

I asked for two variables. MinusBooty and Booty. MinusBooty basically equals negative Booty and serves as what you add to the robbed. Booty isn't negative and you add it to the robber to get the gold.

The idea of taking 10% is by dividing. Simple math. Just divide by 10 and you get 10% of blah. Divide by negative 10 and you will get minus 10% of the gold. 10% of 100 gold is 10 gold. 100 gold divided by 10 equals 10 gold, so the math works out. If you do it correctly, you can rob from a person with 100 gold and get 10 gold from him, while the other dude loses 10.

Code:
Event:
Unit- Unit finishes casting an ability

Condition:
(Ability being cast) Equal to Pick Pocket

Action:
Set Booty = (((Owner of (Target unit of ability being cast)) Current gold) / 10)
Set MinusBooty = (((Owner of (Target unit of ability being cast)) Current gold) / -10)
Player - Add Booty to (Owner of (Casting Unit)) Current gold
Player - Add MinusBooty to (Owner of (Target unit of ability being cast)) Current gold
Game- Display to (all players matching ((Target unit of ability being cast) Not equal to (Casting unit))) the text: |cffff0000Haha you got robbed!!!|r

^That should work^
 
This looks a bit odd:
all players matching ((Target unit of ability being cast) Not equal to (Casting unit))

Hm..., maybe:
player group(owner of (target))


HTH
AceHart
 
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