Ive no idea, hope some one can help me:
Ive some units TYPE A on one regionA and i want create exactly units of TYPE B in the exact poisition of TYPE A but with delay of x
example:
marine TYPE A, build it on region 1
After x second...
building marine TYPE B, build it on regon 2 (identic of region 1 by size, but over it on Xpos). TYPE B must are in the same position of TYPE A but on REGION 2
ive build all script about this, but i dont know how to organizze typeB by have same formation of TYPEA
//--------------------------------------------------------------------------------------------------//Trigger:moveonregionsud//--------------------------------------------------------------------------------------------------boolgt_spostaleunitC3A0inarenasud_Func(booltestConds,boolrunActions){//Conditionsif(testConds){if(!(((UnitGetOwner(EventUnit())==1)||(UnitGetOwner(EventUnit())==2)||(UnitGetOwner(EventUnit())==3)))){returnfalse;}}//Actionsif(!runActions){returntrue;}UnitIssueOrder(EventUnit(),OrderTargetingPoint(AbilityCommand("attack",0),UnitGetPosition(UnitFromId(3))),c_orderQueueAddToEnd);returntrue;}//--------------------------------------------------------------------------------------------------voidgt_spostaleunitC3A0inarenasud_Init(){gt_spostaleunitC3A0inarenasud=TriggerCreate("gt_spostaleunitC3A0inarenasud_Func");TriggerAddEventUnitRegion(gt_spostaleunitC3A0inarenasud,null,RegionFromId(1),true);}//--------------------------------------------------------------------------------------------------//Trigger:moveonregionnord//--------------------------------------------------------------------------------------------------boolgt_spostaleunitC3A0inarenanord_Func(booltestConds,boolrunActions){//Conditionsif(testConds){if(!(((UnitGetOwner(EventUnit())==4)||(UnitGetOwner(EventUnit())==5)||(UnitGetOwner(EventUnit())==6)))){returnfalse;}}//Actionsif(!runActions){returntrue;}UnitIssueOrder(EventUnit(),OrderTargetingPoint(AbilityCommand("attack",0),UnitGetPosition(UnitFromId(2))),c_orderQueueAddToEnd);returntrue;}//--------------------------------------------------------------------------------------------------voidgt_spostaleunitC3A0inarenanord_Init(){gt_spostaleunitC3A0inarenanord=TriggerCreate("gt_spostaleunitC3A0inarenanord_Func");TriggerAddEventUnitRegion(gt_spostaleunitC3A0inarenanord,null,RegionFromId(2),true);}//--------------------------------------------------------------------------------------------------//Trigger:howmuchBmarineenteronregion1//--------------------------------------------------------------------------------------------------boolgt_quantiBmarineentrano1_Func(booltestConds,boolrunActions){//Conditionsif(testConds){if(!((UnitGetType(EventUnit())=="Bmarine"))){returnfalse;}}//Actionsif(!runActions){returntrue;}gv_numeroBmarinep1+=1;returntrue;}//--------------------------------------------------------------------------------------------------voidgt_quantiBmarineentrano1_Init(){gt_quantiBmarineentrano1=TriggerCreate("gt_quantiBmarineentrano1_Func");TriggerAddEventUnitRegion(gt_quantiBmarineentrano1,UnitRefFromUnit(UnitLastCreated()),RegionFromId(3),true);}//--------------------------------------------------------------------------------------------------//Trigger:movebmarineonsecondregion//--------------------------------------------------------------------------------------------------boolgt_spostamentobmarine_Func(booltestConds,boolrunActions){//Conditionsif(testConds){if(!((gv_numeroBmarinep1!=0))){returnfalse;}}//Actionsif(!runActions){returntrue;}libNtve_gf_CreateUnitsWithDefaultFacing(gv_numeroBmarinep1,"Marine",0,1,PointFromId(4));libNtve_gf_MakeUnitUncommandable(UnitLastCreated(),true);returntrue;}//--------------------timer for new wave----------------------------------------------------voidgt_spostamentobmarine_Init(){gt_spostamentobmarine=TriggerCreate("gt_spostamentobmarine_Func");TriggerAddEventTimePeriodic(gt_spostamentobmarine,gv_tempodeltimer,c_timeGame);}//--------------------------------------------------------------------------------------------------//Trigger:testpcenemy//--------------------------------------------------------------------------------------------------boolgt_test_Func(booltestConds,boolrunActions){//Actionsif(!runActions){returntrue;}libNtve_gf_CreateUnitsWithDefaultFacing(2,"Marine",0,4,PointFromId(5));UIDisplayMessage(PlayerGroupAll(),c_messageAreaChat,StringExternal("Param/Value/B58B3249"));UIDisplayMessage(PlayerGroupAll(),c_messageAreaChat,IntToText(gv_numeroBmarinep1));returntrue;}//--------------------------------------------------------------------------------------------------voidgt_test_Init(){gt_test=TriggerCreate("gt_test_Func");TriggerAddEventTimePeriodic(gt_test,gv_tempodeltimer,c_timeGame);}
uhm ive a idea.. STORE x-y position of typeA on a variable and position typeB with storedvarible + x1 ...idk.. i try... but have a lot of variable to do, if have a more good method, it is good
20 x 20 positions x 6 players... very lot of numeber of variable..
I WILL SEE if with ARRAY[x][x] , i can do something where 1 it si the name of units and second the point of units
Ive no idea, hope some one can help me: Ive some units TYPE A on one regionA and i want create exactly units of TYPE B in the exact poisition of TYPE A but with delay of x
example:
marine TYPE A, build it on region 1 After x second... building marine TYPE B, build it on regon 2 (identic of region 1 by size, but over it on Xpos). TYPE B must are in the same position of TYPE A but on REGION 2
ive build all script about this, but i dont know how to organizze typeB by have same formation of TYPEA
uhm ive a idea.. STORE x-y position of typeA on a variable and position typeB with storedvarible + x1 ...idk.. i try... but have a lot of variable to do, if have a more good method, it is good
20 x 20 positions x 6 players... very lot of numeber of variable..
I WILL SEE if with ARRAY[x][x] , i can do something where 1 it si the name of units and second the point of units