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Creeps like DotA 6x6

Discussion in 'World Editor Help Zone' started by Narg666, Sep 14, 2010.

  1. Narg666

    Narg666

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    Hey, hellow all, I wanna know how to create a map with 6x6 team BUT with creeps...

    Let me explain...

    In dota 5x5 we got 12 players

    10 Heroes
    2 Creeps

    How to create the creeps of DotA 6x6?

    Where we got

    12 heroes

    Who is the creeps? Neutrals, it can be! Because each creep attacks each other...

    Can someone help me?

    Thanks.
     
  2. -Kobas-

    -Kobas-

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    Well maybe neutrals, you can change ally settings with triggers right?
     
  3. MortAr

    MortAr

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    Problem is neutral doesn't share their vision, so it's not an option.
     
  4. Narg666

    Narg666

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    Neutrals can't be, because we have only 1 kind of neutral agressive, and will be necessary 2 at least on dota and 4 at my map, because it is 2x2x2x2, and they need to attack each other, share vision and friendship with players.
     
  5. Dr. Boom

    Dr. Boom

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    Moin moin =)

    What are you talking? lol

    I give a map that shows a SIMPLE! example how this stuff works with two triggers only:

    The Triggers

    • Init
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- --------
        • Player - Make Player 1 (Red) treat Neutral Passive as an Ally with shared vision
        • Player - Make Neutral Passive treat Player 1 (Red) as an Ally with shared vision
        • -------- --------
        • Player - Make Player 2 (Blue) treat Neutral Hostile as an Ally with shared vision
        • Player - Make Neutral Hostile treat Player 2 (Blue) as an Ally with shared vision
        • -------- --------
        • Player - Make Neutral Hostile treat Neutral Passive as an Enemy
        • Player - Make Neutral Passive treat Neutral Hostile as an Enemy
        • -------- --------
        • Player - Make Player 1 (Red) treat Neutral Hostile as an Enemy
        • Player - Make Player 2 (Blue) treat Neutral Passive as an Enemy

    - Player 1 and Neutral Passive = Team 1
    - Player 2 and Neutral Hostile = Team 2

    Code (vJASS):
    function Spawn_Actions takes nothing returns nothing
        local integer i = 1
        local unit u
        local real x
        local real y
       
        loop
            exitwhen i == 3
            set x = GetRectCenterX(gg_rct_1)
            set y = GetRectCenterY(gg_rct_1)
            set u = CreateUnit(Player(PLAYER_NEUTRAL_AGGRESSIVE),'hfoo',x,y,180.00)
            set x = GetRectCenterX(gg_rct_3)
            set y = GetRectCenterY(gg_rct_3)
            call IssuePointOrder(u,"move",x,y)
            set u = null
            /// this was spawn BLUE + Neutral Aggresive - next is RED + Neutral passive
            set x = GetRectCenterX(gg_rct_2)
            set y = GetRectCenterY(gg_rct_1)
            set u = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE),'hkni',x,y,0.00)
            set x = GetRectCenterX(gg_rct_3)
            set y = GetRectCenterY(gg_rct_3)
            call IssuePointOrder(u,"move",x,y)
            set u = null    
           
            set i = i + 1
        endloop        
    endfunction

    function InitTrig_Spawn takes nothing returns nothing
        set gg_trg_Spawn = CreateTrigger(  )
        call TriggerRegisterTimerEvent(gg_trg_Spawn,10.00,true)
        call TriggerAddAction(gg_trg_Spawn,function Spawn_Actions)
    endfunction


    - This trigger to spawn the units


    For testing you can use the "Iseedeadpeople" - cheat to see that neutral hostile doesn't attack blue and blue doesn't attack neutral hostile.

    Greetings
    ~ The Bomb King > Dr. Boom
     

    Attached Files:

    • 6x6.w3x
      File size:
      32.3 KB
      Views:
      83
  6. Narg666

    Narg666

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    Dr. Boom, is something really like that BUT, I still need the neutral creeps and I need 4 "extra" teams understand? Because in my map, I use 2x2x2x2 system and not only 5x5, so I need it to become 3x3x3x3 like 6x6 in DotA, got it? So i Need at least 17 players.

    12 Heroes
    4 Creeps
    1 Neutral

    Thank you for your time.

    EDIT*

    Well, I was thinking about a way to do it, and comes to my head this:

    Maybe if I can create the creep units to a playing player but he doesn't have control of those units, my problem will be fixed!!
     
  7. Assassins-Creed

    Assassins-Creed

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    Probably give the units you want to be unable to be clicked the default abilities - locust which makes them unclickable to all players.
     
  8. blacksheepwalll

    blacksheepwalll

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    you could make it whenever player selects a unit deselect it for you idea
    i think with jass you can make it better but im not sure
     
  9. Narg666

    Narg666

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    No No, I want those creeps to be really creeps... locust make the creep unattackable too and unselecting creeps will not let heroes and units see their creep upgrades (Like when the lane of DotA is completely destroyed, the houses.)
     
  10. Anachron

    Anachron

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    There is no way you can have 17 players, since its hardcoded to 16.
     
    Last edited: Sep 15, 2010
  11. Apheraz Lucent

    Apheraz Lucent

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    Red, Blue, Teal, ... - 12 ,,Normal Player"
    Neutral Passive and Hostile - You would need them too.

    But, the Neutral Victim is free to go with!
    I seem to remember another neutral besides victim, but I don't know which one.
     
  12. Anachron

    Anachron

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    There are 16 players:
    Players 0 - 11
    Neutral passive
    Neutral agressive
    Neutral victim
    Neutral special

    If you don't believe me, go into GUI, go into any action that requires a player, check the player choose dialog and check how many players are in there.
     
  13. Apheraz Lucent

    Apheraz Lucent

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    So, the solution is to just trigger allies and player controllers. Not much, not hard, quite useful.
     
  14. Anachron

    Anachron

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    By the way, DotA is 5on5, while the first (red) and another player is used for creeps.
     
  15. Apheraz Lucent

    Apheraz Lucent

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    Red and Green I think? Well, that way, it's little harder to test and trigger.
     
  16. Narg666

    Narg666

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    So I can have the normal creeps but without neutral creeps right?
     
  17. Apheraz Lucent

    Apheraz Lucent

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    As Anachron and me counted and wrote multiple times, you can have a total of 16 players in your map. When you take out the Neutral Passive and Hostile, you still have 14 players. The neutral Aggressive and Victim can't be used by player slots, but they can still be used as creeps.
     
  18. Assassins-Creed

    Assassins-Creed

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    • Events
      • Player - Player 1 (Red) Selects a unit
    • Conditions
    • Actions
      • Selection - Remove (Triggering unit) from selection for (Triggering player)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Current order of (Triggering unit)) Equal to (Order(stop))
              • (Current order of (Triggering unit)) Equal to (Order(move))
              • (Current order of (Triggering unit)) Equal to (Order(hold position))
        • Then - Actions
          • Unit - Add a 10.00 second Generic expiration timer to (Triggering unit)
        • Else - Actions


    Code (vJASS):
    function Trig_Untitled_Trigger_001_Func002Func002C takes nothing returns boolean
        if ( ( GetUnitCurrentOrder(GetTriggerUnit()) == String2OrderIdBJ("stop") ) ) then
            return true
        endif
        if ( ( GetUnitCurrentOrder(GetTriggerUnit()) == String2OrderIdBJ("move") ) ) then
            return true
        endif
        if ( ( GetUnitCurrentOrder(GetTriggerUnit()) == String2OrderIdBJ("hold position") ) ) then
            return true
        endif
        return false
    endfunction

    function Trig_Untitled_Trigger_001_Func002C takes nothing returns boolean
        if ( not Trig_Untitled_Trigger_001_Func002Func002C() ) then
            return false
        endif
        return true
    endfunction

    function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
        call SelectUnitRemoveForPlayer( GetTriggerUnit(), GetTriggerPlayer() )
        if ( Trig_Untitled_Trigger_001_Func002C() ) then
            call UnitApplyTimedLifeBJ( 10.00, 'BTLF', GetTriggerUnit() )
        else
        endif
    endfunction

    //===========================================================================
    function InitTrig_Untitled_Trigger_001 takes nothing returns nothing
        set gg_trg_Untitled_Trigger_001 = CreateTrigger(  )
        call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Untitled_Trigger_001, Player(0), true )
        call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions )
    endfunction
     

    Maybe add a time out function for the triggering player?
    QE:Use patrol instead of attack-move if you use this.
     
  19. Super-Sheep

    Super-Sheep

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    You can use Neutral Victim and Special as waves and still have Neutral Hostile and Passive in the game.

    Theres 6v6 version of Dota too btw.. So it should be doable.
     
  20. Apheraz Lucent

    Apheraz Lucent

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    Assassin, what the hell have you posted there? And super sheep, no need to repeat what has been said multiple times.