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Aim player

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Feb 28, 2014
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185
How i make my Unit(kodo) chase the prey(Runner) via looping ?Just when the game start , make the kodo find out runner and attack them as fast as possible .I wonder how to make it work . Someone help please :ogre_rage:.
Trigger below made by me
  • Kodo Chase Runner
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Base[1] = Base 1 <gen>
      • Set Base[2] = Base 2 <gen>
      • Set Base[3] = Base 3 <gen>
      • Set Base[4] = Base 4 <gen>
      • Set Base[5] = Base 5 <gen>
      • Set Base[6] = Base 6 <gen>
      • Set Base[7] = Base 7 <gen>
      • Set Base[8] = Base 8 <gen>
      • Set Base[9] = Base 9 <gen>
      • Set Base[10] = Base 10 <gen>
      • Set Base[11] = Base 11 <gen>
      • Set Base[12] = Base 12 <gen>
      • Set Base[13] = Base 13 <gen>
      • Set Base[14] = Base 14 <gen>
      • Set Base[15] = Base 15 <gen>
      • Set Base[16] = Base 16 <gen>
      • Set Base[17] = Base 17 <gen>
      • Set Base[18] = Base 18 <gen>
      • Set Base[19] = Base 19 <gen>
      • Set Base[20] = Base 20 <gen>
      • Set Base[21] = Base 21 <gen>
      • Set Base[22] = Base 22 <gen>
      • Set Base[23] = Base 23 <gen>
      • Set Base[24] = Base 24 <gen>
      • Set Base[25] = Base 25 <gen>
      • Set Base[26] = Base 26 <gen>
      • Set Base[27] = Base 27 <gen>
      • Set Base[28] = Base 28 <gen>
      • Set Base[29] = Base 29 <gen>
      • Set Base[30] = Base 30 <gen>
      • Set Base[31] = Base 31 <gen>
      • Set Base[32] = Base 32 <gen>
      • Set Base[33] = Base 33 <gen>
      • Set Base[34] = Base 34 <gen>
      • Set Base[35] = Base 35 <gen>
      • Set Base[36] = Base 36 <gen>
      • Set Base[37] = Base 37 <gen>
      • Set Base[38] = Base 38 <gen>
      • Set Base[39] = Base 39 <gen>
      • Set Base[40] = Base 40 <gen>
      • Set Base[41] = Base 41 <gen>
      • Set Base[42] = Base 42 <gen>
      • Set Base[43] = Base 43 <gen>
      • Set Base[44] = Base 44 <gen>
      • Set Base[45] = Base 45 <gen>
      • Set Base[46] = Base 46 <gen>
      • Set Base[47] = Base 47 <gen>
      • Set Base[48] = Base 48 <gen>
      • For each (Integer A) from 1 to 48, do (Actions)
        • Loop - Actions
          • Set AllBase[1] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 1 (Red))))
          • Set AllBase[2] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 2 (Blue))))
          • Set AllBase[3] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 3 (Teal))))
          • Set AllBase[4] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 4 (Purple))))
          • Set AllBase[5] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 5 (Yellow))))
          • Set AllBase[6] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 6 (Orange))))
          • Set AllBase[7] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 7 (Green))))
          • Set AllBase[8] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 8 (Pink))))
          • Set AllBase[9] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 9 (Gray))))
          • Set AllBase[10] = (Base[(Integer A)] contains (Random unit from (Units owned by Player 10 (Light Blue))))
      • For each (Integer B) from 1 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AllBase[(Integer B)] Equal to True
            • Then - Actions
              • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Unit - Order (Picked unit) to Attack-Move To (Random point in Base[(Random integer number between 1 and 44)]))
              • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 11 (Dark Green)) and do (Unit - Order (Picked unit) to Attack-Move To (Random point in Base[(Random integer number between 1 and 44)]))
            • Else - Actions
 
is there only one kodo, or one for every player?

There have any kodo will spawn out at any time (i wonder) for player 1 to player 10.

what do you mean by chasing?
Order the kodo(unit) to find out the runner(unit owned by player 1 - 10 ) and killed runner by looping trigger.

discribe better what should exactly happen.
sorry for my broken english.
 
so lots of kodos for everyone u mean?:) I assume every player owns exactly one runner.
save the runners in unit variables
runners[1...10] for players 1-10

every 1 sec of game time spawn X kodos and attackmove them to runners

for e.g. every sec you want to send 3 kodos at all of the runners and order them continually to follow runners
  • Events
    • Time - every 1 sec of game time
  • Conditions
  • Actions
    • For every intvar from 1 to 10 do actions
      • Loop
        • Set tempLoc = spawnpoint
        • Create 1 kodo at tempLoc with face ...
        • Custom script: GroupAddUnit(udg_KodoGroup[udg_intvar],bj_lastCreatedUnit)
        • Create 1 kodo at tempLoc with face ...
        • Custom script: GroupAddUnit(udg_KodoGroup[udg_intvar],bj_lastCreatedUnit)
        • Create 1 kodo at tempLoc with face ...
        • Custom script: GroupAddUnit(udg_KodoGroup[udg_intvar],bj_lastCreatedUnit)
        • Custom script: RemoveLocation(udg_tempLoc)
        • Pick units in KodoGroup and do
          • Actions
            • Unit - Order Picked unit to attack move Runner[intvar]
 
so lots of kodos for everyone u mean?:) I assume every player owns exactly one runner.
save the runners in unit variables
runners[1...10] for players 1-10

every 1 sec of game time spawn X kodos and attackmove them to runners

for e.g. every sec you want to send 3 kodos at all of the runners and order them continually to follow runners
  • Events
    • Time - every 1 sec of game time
  • Conditions
  • Actions
    • For every intvar from 1 to 10 do actions
      • Loop
        • Set tempLoc = spawnpoint
        • Create 1 kodo at tempLoc with face ...
        • Custom script: GroupAddUnit(udg_KodoGroup[udg_intvar],bj_lastCreatedUnit)
        • Create 1 kodo at tempLoc with face ...
        • Custom script: GroupAddUnit(udg_KodoGroup[udg_intvar],bj_lastCreatedUnit)
        • Create 1 kodo at tempLoc with face ...
        • Custom script: GroupAddUnit(udg_KodoGroup[udg_intvar],bj_lastCreatedUnit)
        • Custom script: RemoveLocation(udg_tempLoc)
        • Pick units in KodoGroup and do
          • Actions
            • Unit - Order Picked unit to attack move Runner[intvar]

So that , If i don want to create kodo anymore , what i need is only this ?

  • Events
  • Conditions
  • Actions
    • Unit - Order Picked unit to attack move Runner[intvar]
 
and also stop the other trigger from executing with Trigger-turn "trigger" off

If the event i set to
  • Events
    • Time - Every 1.00 seconds of game time
  • Conditions
  • Actions
maybe the kodo will walking around in same place and become stuck .
Can i done it in two trigger?
  • Events
    • Unit - A unit enters TempLoc <gen>
  • Conditions
  • Actions
    • Trigger - Turn on Attack <gen>
  • Attack
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Player Group - Pick every player in (All allies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Unit-type) and do (Unit - Order (Picked unit) to Attack-Move To (Position of (Random unit from (Units owned by (Picked player))))))
 
why would they walk around?

I think that the periodic time is too short .It make the trigger repeatly in X second.The kodo will go to find the Runner and suddenly go to find other runner. I've fix it :D.
  • Position Of Runner
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set TempLoc = (Position of Unit)
      • Player Group - Pick every player in (All allies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Units of type |c000033ffC|rrazy Kodo) and do (Unit - Order (Picked unit) to Attack-Move To TempLoc))
      • Player Group - Pick every player in (All allies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Units of type |c00ff33ffG|renome-Enhanced Kodo) and do (Unit - Order (Picked unit) to Attack-Move To TempLoc))
      • Player Group - Pick every player in (All allies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Units of type |c00ff33ffeA|rbysal Kodo) and do (Unit - Order (Picked unit) to Attack-Move To TempLoc))
      • Player Group - Pick every player in (All allies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Units of type |c00ff33ffeD|remon Kodo) and do (Unit - Order (Picked unit) to Attack-Move To TempLoc))
      • Player Group - Pick every player in (All allies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Units of type |c00ff33ffeX|rtreme Kodo) and do (Unit - Order (Picked unit) to Attack-Move To TempLoc))
      • Player Group - Pick every player in (All allies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Units of type Satanic Kodo) and do (Unit - Order (Picked unit) to Attack-Move To TempLoc))
      • Player Group - Pick every player in (All allies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Units of type Final Boss) and do (Unit - Order (Picked unit) to Attack-Move To TempLoc))
      • Custom script: call RemoveLocation(udg_TempLoc)
But I find out one more thing. While the unit(Runner) enter gold mine (building) .The kodo will go to another way cause the runner is disappear . Can i make the kodo continue find the runner ?
 
Last edited:
lol your trigger not even close to what i wrote O.o yes 10 sec should be enough.

Haha cause yours trigger is not same with what I need but the point viariable is useful to me .

for the mine thingy I don't really have an answer right now:P maybe there is some sort of condition to check if the unit is in a mine?:P

I will try to find out the solution .:) thanks for your helped.
 
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