Hello, I am having a serious issue in the arcade map. I created the map to have 2 races use an autospawn army and heroes to vie for dominance. So far, everything is working swell, heroes are selectable though lobby, they respawn with 75% of their health, rally auto attacks ect. There are 4 hero choices. (1 Major, and 1 Minor hero who should also be the base commander. These heroes are supposed to be race specific.) However, when I start the game, the minor heroes are not always the base commanders, and the right heroes are not always allied. This is because the teams are based on the player spots in the lobby. If you guys have ever played an arcade game known as Heaven Besieged, you can choose your hero in the lobby, and that determines your team. This is exactly what I am looking for in my map. How can this be done?
Also an extra thing as I want AI players to be viable, is there a way where I can make a trigger that auto rallies their buildings? Also, it would be ideal if they would attack with their heroes. If there is a way for them to do that, it would be great.
How are your triggers set up? The base commander setup should be linked to the game attribute chosen on map initialisation as are the alliances.
The Set Alliance Aspect trigger action is what you need for the hostility and vision.
The rally can be set by using an Issue Order trigger action on the unit with the Rally type ability ordering it to change location. How you want them to auto rally is up to you since Modify Unit effects can be used to make trained units move to new rally points using a periodic Buff behaviour on the units.
You need to clarify what you mean by attack with the hero.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Your trigger on map initialization sets a variable to the race picked in the lobby and not a player attribute. After setting your player variable how are you then linking that to start location?
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hero choice is a player attribute chosen in the battlenet UI. On map initialization you have an If Then Else action that uses the Attribute Player Value condition you can get it to run actions based on the hero chosen. If certain heroes are then allied to each other you can use Set Variable actions to set integer global variables to the players that have then chosen that hero and then have subsequent actions after the attribute choice ones of the Set Alliance type that use the variables to determine what arbitrary player is allied to the other.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Solved for a long time now. For those surfing the forms, here's how to do it:
Note: Team 1 Players and Team 2 Players are a variable I created outside this trigger. (Global Variables) They are of the type Player Group, and they are initially set to nothing.
As for AI, I can explicitly tell the ai to build the structure after a certain period of time, and attack rally it to your objective building. That creates a very basic ai. Depending on the map, you may wish to put limits or repeat orders on the trigger.
As for the hero, it may be best to save that unit into a variable when the hero is created or respawned. You can tell the ai to target an allied hero, attack move to the objective, and/or retreat when life is low. Perhaps a defense trigger would be useful as well.
Hello, I am having a serious issue in the arcade map. I created the map to have 2 races use an autospawn army and heroes to vie for dominance. So far, everything is working swell, heroes are selectable though lobby, they respawn with 75% of their health, rally auto attacks ect. There are 4 hero choices. (1 Major, and 1 Minor hero who should also be the base commander. These heroes are supposed to be race specific.) However, when I start the game, the minor heroes are not always the base commanders, and the right heroes are not always allied. This is because the teams are based on the player spots in the lobby. If you guys have ever played an arcade game known as Heaven Besieged, you can choose your hero in the lobby, and that determines your team. This is exactly what I am looking for in my map. How can this be done?
Also an extra thing as I want AI players to be viable, is there a way where I can make a trigger that auto rallies their buildings? Also, it would be ideal if they would attack with their heroes. If there is a way for them to do that, it would be great.
How are your triggers set up? The base commander setup should be linked to the game attribute chosen on map initialisation as are the alliances.
The Set Alliance Aspect trigger action is what you need for the hostility and vision.
The rally can be set by using an Issue Order trigger action on the unit with the Rally type ability ordering it to change location. How you want them to auto rally is up to you since Modify Unit effects can be used to make trained units move to new rally points using a periodic Buff behaviour on the units.
You need to clarify what you mean by attack with the hero.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
These are my triggers. I am very new to the trigger editor, so anything I've done was though tutorials.
Your trigger on map initialization sets a variable to the race picked in the lobby and not a player attribute. After setting your player variable how are you then linking that to start location?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I don't have any triggers as such. I did create this one, but it does not seem to work.
The map initialization event has no triggering player. Also from what you have said you want alliances based on hero choice rather than player number.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
How can the alliance be formed based on hero choice?
Hero choice is a player attribute chosen in the battlenet UI. On map initialization you have an If Then Else action that uses the Attribute Player Value condition you can get it to run actions based on the hero chosen. If certain heroes are then allied to each other you can use Set Variable actions to set integer global variables to the players that have then chosen that hero and then have subsequent actions after the attribute choice ones of the Set Alliance type that use the variables to determine what arbitrary player is allied to the other.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Is this what you where saying? Sorry, I am rather new to triggers and don't really how to use them very well.
Yes that is a global variable but your condition is not a Attribute Player Value function.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I have been toying around with the triggers forever and I can't seem to figure this out. Is there a tutorial of some sort?
Solved for a long time now. For those surfing the forms, here's how to do it:
Note: Team 1 Players and Team 2 Players are a variable I created outside this trigger. (Global Variables) They are of the type Player Group, and they are initially set to nothing.
As for AI, I can explicitly tell the ai to build the structure after a certain period of time, and attack rally it to your objective building. That creates a very basic ai. Depending on the map, you may wish to put limits or repeat orders on the trigger.
As for the hero, it may be best to save that unit into a variable when the hero is created or respawned. You can tell the ai to target an allied hero, attack move to the objective, and/or retreat when life is low. Perhaps a defense trigger would be useful as well.