well you have a selector unit like a wisp or something alike.
then you have a power circle in front of the hero or portal, doesn't matter.
make a trigger that when your selector unit enter that power circle you remove entering unit (which is the selector unit)
and finally create that hero for owner of triggering unit at location desired.
probably the easiest way for the recognition part between the region where the power circle is and the hero you want would be make a look up table with an array and make
hero_Region[1] = your region
hero_picked[1] = the hero behind that region
something like that^
then for your trigger for when you enter the power circle just make a loop and do a if then statment like:
if
area of entering unit = to hero_Region[Integer A]
then
remove the triggering unit
create hero_picked[Integer A] at your wanted location
else
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(hero_Region[(Integer A)] contains (Triggering unit)) Equal to True
Then - Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 hero_Pick[(Integer A)] for (Owner of (Triggering unit)) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
Else - Actions
for int A from 1 - (any number of heros you want)
and the whole system can be done with countless heros in 1 trigger. (not counting the initialization trigger.)
lol bond please put in easier terms for me to understand ^^ like explain it out or something BTW love your custom hero footies game one of my favorites
If you want a simpler trigger, use my system. MUCH simpler.
What his does is use integer variable counter to index the arrays so he can loop through them to consolidate the trigger. I was close to replicating that, but didn't have the counter variable in mind, lol.
Anyway, basically, it makes it so you can loop instead of have separate triggers. It does the same thing basically, just more efficient,
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