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City Capture System!!!

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Level 6
Joined
Jul 8, 2009
Messages
60
I need a city capture system that wont lag when normal units fight each other
So far what i have is this and it doesn't work right

  • Hostile
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Life of (Attacked unit)) Less than 500.00
      • ((Attacked unit) is in (Units of type Capital)) Equal to True
      • (Owner of (Attacking unit)) Equal to Neutral Hostile
    • Actions
      • Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
      • Unit - Set life of (Triggering unit) to 100.00%
This trigger is repeated 7 times with different buildings and for 10 player. Thats 70 triggers. If you could please help me that would be amazing

I will give rep to those who attempt =)
 
Level 4
Joined
Jul 11, 2007
Messages
82
So there are seven capturable buildings (Capital + 6 other buildings), and there are 10 players that are able to capture buildings (Neutral Hostile + 9 others). Right?

If these are both true, then I also should ask:

Are there buildings used in the map that are not capturable?

Are there players in the map that are unable to capture buildings?
 
Level 6
Joined
Jul 8, 2009
Messages
60
So there are seven capturable buildings (Capital + 6 other buildings), and there are 10 players that are able to capture buildings (Neutral Hostile + 9 others). Right?

If these are both true, then I also should ask:

Are there buildings used in the map that are not capturable?

Are there players in the map that are unable to capture buildings?

No theres 7 building types and 10 players + the buildings that are placed on the map. Its 70 triggers in total times the amount of buildings that use these triggers
 
Level 4
Joined
Jul 11, 2007
Messages
82
Ok, I'm confused about what exactly you need, but maybe this can help:

  • Hostile
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Life of (Attacked unit)) Less than 500.00
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Attacked unit)) Equal to Building1
          • (Unit-type of (Attacked unit)) Equal to Building2
          • (Unit-type of (Attacked unit)) Equal to Building3
          • (Unit-type of (Attacked unit)) Equal to Building4
          • (Unit-type of (Attacked unit)) Equal to Building5
          • (Unit-type of (Attacked unit)) Equal to Building6
          • (Unit-type of (Attacked unit)) Equal to Building7
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Attacking unit)) Equal to Neutral Hostile
          • (Owner of (Attacking unit)) Equal to Player 1
          • (Owner of (Attacking unit)) Equal to Player 2
          • (Owner of (Attacking unit)) Equal to Player 3
          • (Owner of (Attacking unit)) Equal to Player 4
          • (Owner of (Attacking unit)) Equal to Player 5
          • (Owner of (Attacking unit)) Equal to Player 6
          • (Owner of (Attacking unit)) Equal to Player 7
          • (Owner of (Attacking unit)) Equal to Player 8
          • (Owner of (Attacking unit)) Equal to Player 9
    • Actions
      • Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
      • Unit - Set life of (Triggering unit) to 100.00%
You can see that I've included all the possible buildings and players into one trigger. You can make something like this and just add the buildings and players in this format.

What is means is that the trigger will fire if:

The buildings is below 500 AND the buildings is of one of those types AND and attacking player is one of those listed
 
Level 6
Joined
Jul 8, 2009
Messages
60
Ok, I'm confused about what exactly you need, but maybe this can help:

  • Hostile
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Life of (Attacked unit)) Less than 500.00
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Attacked unit)) Equal to Building1
          • (Unit-type of (Attacked unit)) Equal to Building2
          • (Unit-type of (Attacked unit)) Equal to Building3
          • (Unit-type of (Attacked unit)) Equal to Building4
          • (Unit-type of (Attacked unit)) Equal to Building5
          • (Unit-type of (Attacked unit)) Equal to Building6
          • (Unit-type of (Attacked unit)) Equal to Building7
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Attacking unit)) Equal to Neutral Hostile
          • (Owner of (Attacking unit)) Equal to Player 1
          • (Owner of (Attacking unit)) Equal to Player 2
          • (Owner of (Attacking unit)) Equal to Player 3
          • (Owner of (Attacking unit)) Equal to Player 4
          • (Owner of (Attacking unit)) Equal to Player 5
          • (Owner of (Attacking unit)) Equal to Player 6
          • (Owner of (Attacking unit)) Equal to Player 7
          • (Owner of (Attacking unit)) Equal to Player 8
          • (Owner of (Attacking unit)) Equal to Player 9
    • Actions
      • Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
      • Unit - Set life of (Triggering unit) to 100.00%
You can see that I've included all the possible buildings and players into one trigger. You can make something like this and just add the buildings and players in this format.

What is means is that the trigger will fire if:

The buildings is below 500 AND the buildings is of one of those types AND and attacking player is one of those listed

This is perfect exactly what i needed
 
Level 4
Joined
Aug 26, 2009
Messages
63
or if your really lazy, you could make sure all the capturable units have a unit type that only they share (classify them as tauren or something) and then use a unit classification comparison to filter all the other units out of your trigger
 
Level 4
Joined
Jul 11, 2007
Messages
82
You could, or you could set all the capturable buildings to have a point value of, say, 99 and then check for that.
 
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