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With the hero reviving i could help, cause i have it perfect (kind of) in my map.
By the things you are asking, i guess you are creating an AoS type map.
Hero Reviving
Events:
Unit - A unit Dies
Conditions:
(Dying Unit) is a Hero equal to True
Actions:
If (All conditions are true) then (do actions):
If - Conditions:
(Owner of Dying Unit) is equal to Player 2 (Blue)
Then - Actions:
Wait 15.00 Seconds of (game time)
Unit - Revive (Dying Unit) at Revive[Player Number (Owner of Dying Unit)]
Camera - Pan camera for (Owner of Dying Unit) to Revive[Player Number (Owner of Dying Unit)] over 2.00 seconds
Else - Actions:
If (All conditions are true) then (do actions):
If - Conditions:
(Owner of Dying Unit) is equal to Player 3 (Teal)
Then - Actions:
Wait 15.00 Seconds of (game time)
Unit - Revive (Dying Unit) at Revive[Player Number (Owner of Dying Unit)]
Camera - Pan camera for (Owner of Dying Unit) to Revive[Player Number(Owner of Dying Unit)] over 2.00 seconds
Do this with every player. Of course, if you want you can change the wait into some variable (something with levels, etc), you can create a timer that show the revive time.
Now, here i used something that you don't know, The variable Revive[] so here's what i did.
Revive Place Setting
Events:
Time - Elapsed game time is 0.01
Conditions:
Actions:
Set Revive[1]=Position of (Circle of Heroes 0001 <gen>)
Set Revive[2]=Position of (Circle of Heroes 0002 <gen>)
Set Revive[3]=Position of (Circle of Heroes 0003 <gen>)
Set Revive[4]=Position of (Circle of Heroes 0004 <gen>)
Set Revive[5]=Position of (Circle of Heroes 0005 <gen>)
Set Revive[6]=Position of (Circle of Heroes 0006 <gen>)
Set Revive[7]=Position of (Circle of Heroes 0007 <gen>)
Set Revive[8]=Position of (Circle of Heroes 0008 <gen>)
Set Revive[9]=Position of (Circle of Heroes 0009 <gen>)
Set Revive[10]=Position of (Circle of Heroes 0010 <gen>)
Set Revive[11]=Position of (Circle of Heroes 0011 <gen>)
Set Revive[12]=Position of (Circle of Heroes 0012 <gen>)
Yes, Tiche3, that one leaks. You don't have to define the locations in the beginning of the map. You instead need to use a Unit variable, with an array, and do it like this:
Tr
Events
Map Initialization
Conditions
Actions
Set Units[1] = Circle of Power 001 <gen>
Set Units[2] = Circle of Power 002 <gen>
...
Set Units[10] = Circle of Power 010 <gen>
Trigger
Events
Unit - A unit dies
Conditions
((Triggering unit) is a Hero) Equal to True
Actions
For each (IntegerA) from 1 to 10, do (Actions)
Loop - Actions
Set Points[(IntegerA)] = (Position of (Units[(IntegerA)]))
Hero - Revive (Triggering unit) at (Points[PlayerNumber of (Owner of (Triggering unit))])
Dude, pharaoh, but doesn't it delete THE WHOLE location? and by the way YES, i WROTE THE VARIABLES ;p and actually, i thought that leaks are when used like every 0.5 SET something and not delete it, the unit variables are not deleted anywhere so i don't know why should you delete the position of the unit if the unit is PERMANENT ;P So yeah good luck with mapping, i'll write something to help you here soon
EDIT: Pharaoh, i didn't see that you used Unit array, i used Point array to store the points of THE units so it's kind of different , maybe you didn't check my triggers from begining till ending, i don't know ;D And yes, in my map i have defined locations, I CREATED UNITS IN PLACES so i could store them in variables by using point of something <gen>
Actually, i created the circles in my map and then just set PERMANENT locations of them in a variable, that's why i think you don't need to use Call RemoveLocation(udg_Revive[]) because your circles don't move and they're permanent, you set the position one time, you don't set it once again and again and again and again and etc...
EDIT: I thought about your easy mode, it's quite simple
Money
Events:
Time - Every 1.00 second of the game
Conditions:
Base [Team 1] is alive equal to True
Base [Team 2] is alive equal to True
Actions:
Player Group - Pick every player in (All Players) and (do actions):
Player - Set (Picked Player) current gold to (Current gold of (Picked Player)+1)
The Triggerer of em
EM Triggerer
Events:
Player - Player 2 (Blue) writes -em as an exact match
Conditions:
Actions:
Game - Text to (All Players): Game mode has been set to: Easy Mode
Trigger - Turn off (Money <gen>)
Trigger - Turn on (Em Money <gen>)
Trigger - Turn off (this trigger)
The EM
Em Money
Events:
Time - Every 1.00 second of game
Conditions:
Base [Team 1] is alive equal to True
Base [Team 2] is alive equal to True
Actions:
Player Group - Pick every player in (All Players) and (do actions):
Player - Set (Picked Player) current gold to (Current gold of (Picked Player)+2)
Tiche3, you really should read about leaks. I know their position doesn't change, but you create 10 locations in the beginning, which is already a massive leak. So, in order to prevent this leak, we have to call the position of the units each time a hero dies, so that we can remove them afterwards. The positions leak, the units array (in this example) doesn't, that is why we prefer the Units array option.
could some one just help me make those modes? couldent be that hard. If i should know more baout leaks and stuff i should easily do them in like 5-10 mins not more. Hmm what ever if anyone is intrested.
Okay i'll agree with pharaoh, he's pro anyway and i do agree that in the begining it causes a leak, but w/e, still, the requester, you didn't write anything about my Try EM ?
Offtopic:
Tiche3 trigger doesn't leak. Defining a postion at start DOESN'T leak. As long as the variable is not replaced at any point after defining it will not leak!
Eg:
set abc[1] = Position of (bla1 <gen>)
set abc[2] = Position of (bla2 <gen>)
this won't leak because we still have variables pointing towards to location. At anytime we want to destroy it, we can destroy it because we can still find it through a variable.
This will leak:
set abc[1] = Position of (bla1 <gen>)
set abc[1] = Position of (bla2 <gen>)
Because abc[1] isn't pointing to "bla1" anymore and therefore the object leaks, because there is no way we could find it back.
Offtopic:
Tiche3 trigger doesn't leak. Defining a postion at start DOESN'T leak. As long as the variable is not replaced at any point after defining it will not leak!
Eg:
set abc[1] = Position of (bla1 <gen>)
set abc[2] = Position of (bla2 <gen>)
this won't leak because we still have variables pointing towards to location. At anytime we want to destroy it, we can destroy it because we can still find it through a variable.
This will leak:
set abc[1] = Position of (bla1 <gen>)
set abc[1] = Position of (bla2 <gen>)
Because abc[1] isn't pointing to "bla1" anymore and therefore the object leaks, because there is no way we could find it back.
yep those are following. U guys are nice peps. heheh i dident know he wasent leaking - But i need those
ap
ar
apem
arem
em
ap=allpick
ar=all random
apem=all pick easy mode
arem=all random easy mode
em=easy mode towers is half life. So they is weaker half life. Not like burning or anything just so thye got half life down.
^^ ah what ever then i get reborn devil to clean the leaks. Hes my big masta I just need it to work i fix the leaks afterwards. And thnx guys for helping.+ rep to u all
yep those are following. U guys are nice peps. heheh i dident know he wasent leaking - But i need those
ap
ar
apem
arem
em
ap=allpick
ar=all random
apem=all pick easy mode
arem=all random easy mode
em=easy mode towers is half life. So they is weaker half life. Not like burning or anything just so thye got half life down.
Of course you'll have to create a unit array, point array and towers that have 50% hp of the normal towers (e.x tower has 1000 life then the weaker towers should have 500 base life so this is the case)
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