So first make 2 unit group global variables "Leader Group A" and "Leader Group B". At the beginning of the match I'd put all the heroes in their respective group.
In that case, I would probably make 2 "leader groups" and use that same 'number of units in "leader group" condition, but have it set to 0. When that happens, end the game for all players on that team in loss, and victory for the other team. Does that make sense, or would it help to show it more in trigger form?
So I was wondering if there's a way to single space on these forums without using code tags. If I try to, it'll just throw everything together. I end up having to double space no matter what and often it just seems like more space than necessary.
Example
I'm single spacing each sentence now.
I'm single spacing each sentence now.
I'm single spacing each sentence now.
I'm single spacing each sentence now.
(see how it bunches the sentences together as if I had never hit "enter" after each one.)
or
I'm double spacing each sentence now.
I'm double spacing each sentence now.
I'm double spacing each sentence now.
I'm double spacing each sentence now.
But I can't do:
I'm single spacing each sentence now.I'm single spacing each sentence now.I'm single spacing each sentence now.I'm single spacing each sentence now.
The behavior method Mille mentioned will work. Personally I'd make a global boolean variable as an array. Then instead of turning triggers on or off, I'd set the variable[triggering player] to true/false.
Hey guys, so I have a building set up that spawns and sends some units at the enemy if they're within a certain proximity (via triggers). Currently its just done by seeing if a unit is in a region surrounding the building. Because there's a lot of cliffs I was thinking maybe there'd be a better way to do it via pathing cost. It seems there's one pathing function that includes units in it, and one that disregards units completely. The disregarding units completely seems like it would be best, except it also disregards things such as rock barriers. Because this is a map that has a tug of war element to it, the first function can result in huge pathing cost values (especially if you use a point thats inside of an existing unit, although I was able to bypass that problem by using a function that searches for free space. Still, when there's lots of units in the way, I doubt this method will still work).
So is there a way to include certain units in the pathing calculation?
Perhaps you could give a short term invisible buff/behavior to units that attack heroes. You could then search out enemy heroes within the radius of the tower that have this buff and tell the tower to attack them.
If the only way of getting resources is through bounties, then you can use player property changes, and indicate minerals. However, if you can also harvest minerals, or pick them up on the map, then this would activate from those as well.
Edit: Perhaps making conditions that check that it wasn't the person's own building, or their ally would be simple enough to overcome this problem. Then again, I've never used classic leaderboards, so I'm not entirely sure how they work.
Why not just set a local variable to a random integer 1-15 then use a condition that checks if that player number is in the player group you want. If not, have it pick a new integer. You can set this up by putting the set variable action in a loop, and having an if then action that breaks the loop when the condition is true.
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So first make 2 unit group global variables "Leader Group A" and "Leader Group B". At the beginning of the match I'd put all the heroes in their respective group.
So It'd look something like this.
Then my win/lose trigger would look like this.
The main action in the above part is "End game for player". They are underneath "if then" actions.
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In that case, I would probably make 2 "leader groups" and use that same 'number of units in "leader group" condition, but have it set to 0. When that happens, end the game for all players on that team in loss, and victory for the other team. Does that make sense, or would it help to show it more in trigger form?
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Testing
Testing
It works! Thanks!
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@Nebuli2: Go
Yes, exactly.
Edit: And Interestingly enough if I quote you and preview it, it isn't spaced out like yours is...
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So I was wondering if there's a way to single space on these forums without using code tags. If I try to, it'll just throw everything together. I end up having to double space no matter what and often it just seems like more space than necessary.
Example
I'm single spacing each sentence now. I'm single spacing each sentence now. I'm single spacing each sentence now. I'm single spacing each sentence now. (see how it bunches the sentences together as if I had never hit "enter" after each one.)
or
I'm double spacing each sentence now.
I'm double spacing each sentence now.
I'm double spacing each sentence now.
I'm double spacing each sentence now.
But I can't do:
Unless I use code tags, which often isn't needed.
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I assume it's the smallest amount you could make a periodic event fire at.
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event - Unit dies
Condition - triggering unit = "leader"
(you could throw "Or" in here and do the same condition for each players leader. Or whatever works best for how your game is set up)
Action - End game for (triggering player) in defeat
(at the beginning you could put all the leaders into a unit group called "leader group" and then do this)
If
'number of units in "leader group" = 1'
then
end game in victory for owner of unit in "leader group"
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Maybe you could bypass it by spawning structures outside the map (set the option to ignore placement) and making them invincible.
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I'll throw out a guess.
Perhaps you could use a remove charge from ability action.
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"Set playable map area" action.
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The behavior method Mille mentioned will work. Personally I'd make a global boolean variable as an array. Then instead of turning triggers on or off, I'd set the variable[triggering player] to true/false.
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Hey guys, so I have a building set up that spawns and sends some units at the enemy if they're within a certain proximity (via triggers). Currently its just done by seeing if a unit is in a region surrounding the building. Because there's a lot of cliffs I was thinking maybe there'd be a better way to do it via pathing cost. It seems there's one pathing function that includes units in it, and one that disregards units completely. The disregarding units completely seems like it would be best, except it also disregards things such as rock barriers. Because this is a map that has a tug of war element to it, the first function can result in huge pathing cost values (especially if you use a point thats inside of an existing unit, although I was able to bypass that problem by using a function that searches for free space. Still, when there's lots of units in the way, I doubt this method will still work).
So is there a way to include certain units in the pathing calculation?
Any other suggestions?
0
Perhaps you could give a short term invisible buff/behavior to units that attack heroes. You could then search out enemy heroes within the radius of the tower that have this buff and tell the tower to attack them.
0
@Scythe1250: Go
If the only way of getting resources is through bounties, then you can use player property changes, and indicate minerals. However, if you can also harvest minerals, or pick them up on the map, then this would activate from those as well.
Edit: Perhaps making conditions that check that it wasn't the person's own building, or their ally would be simple enough to overcome this problem. Then again, I've never used classic leaderboards, so I'm not entirely sure how they work.
0
Why not just set a local variable to a random integer 1-15 then use a condition that checks if that player number is in the player group you want. If not, have it pick a new integer. You can set this up by putting the set variable action in a loop, and having an if then action that breaks the loop when the condition is true.