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[Trigger] Enable melee ai for player.

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Jun 8, 2008
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Ive been trying to find a solution to this for to long, time to ask. Is it possible to only enable melee ai for some players?
 
Already tried that ^^ thanks anyway (didnt work)

well i might aswell ask my other question while im here: why doesnt this trigger work?
  • Upgrades
    • Events
      • Unit - A unit owned by Player 2 (Blue) Finishes an upgrade
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Researched tech-type) Equal to Black Gunpowder
        • Then - Actions
          • Player - Set the current research level of Improved Crossbows to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 3 (Teal)
          • Player - Set the current research level of Improved Crossbows to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 4 (Purple)
          • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 8 (Pink)
        • Else - Actions
          • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 3 (Teal)
          • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 4 (Purple)
          • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 8 (Pink)
 
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Already tried that ^^ thanks anyway (didnt work)

well i might aswell ask my other question while im here: why doesnt this trigger work?
  • Upgrades
    • Events
      • Unit - A unit owned by Player 2 (Blue) Finishes an upgrade
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Researched tech-type) Equal to Black Gunpowder
        • Then - Actions
          • Player - Set the current research level of Improved Crossbows to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 3 (Teal)
          • Player - Set the current research level of Improved Crossbows to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 4 (Purple)
          • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 8 (Pink)
        • Else - Actions
          • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 3 (Teal)
          • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 4 (Purple)
          • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 2 (Blue)) for Player 8 (Pink)
Could you please tell us what the trigger does? Feed us! lol...
 
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haha sorry right! ahem... when 1 player finishes an upgrade the other player gains it. UNLESS the upgrade is "black gunpowder" then the other untis gets "improved crossbows" instead. Thanks for the reply :)
 
You've said when player 1 upgrades. But as shown in your triggers above it's player 2.
  • Unit - A unit owned by Player 2 (Blue) Finishes an upgrade
Try changing it to player 1.

  • Events
    • Unit - A unit owned by Player 1 (Red) Finishes an upgrade
  • Conditions
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Researched tech-type) Equal to Black Gunpowder
      • Then - Actions
        • Player - Set the current research level of Improved Crossbows to (Current research level of (Researched tech-type) for Player 1 (Red)) for Player 3 (Teal)
        • Player - Set the current research level of Improved Crossbows to (Current research level of (Researched tech-type) for Player 1 (Red)) for Player 4 (Purple)
        • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 1 (Red)) for Player 8 (Pink)
      • Else - Actions
        • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 1 (Red)) for Player 3 (Teal)
        • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 1 (Red)) for Player 4 (Purple)
        • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 1 (Red)) for Player 8 (Pink)
 
well its quite simple. Whenever "blue" finishes an upgrade "the other players" get the same upgrade. Unless the upgrade is "black gunpowder" then "blue" still get black gunpowder. but the others get "improved crossbows" instead :)
 
This will allow player 8 to get gunpowder. If you don't want that to happen then replace it with the second trigger.
  • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for Player 1 (Red)) for Player 8 (Pink)
  • Player - Set the current research level of Improved Crossbows to (Current research level of (Researched tech-type) for Player 1 (Red)) for Player 8 (Pink)
I don't see any other mistakes in your triggers.
 
here it is :) was just about to upload to rapidshare (use "warpten" "greedisgood 99999" and "iseedeadpeople" so you can see when the computer finishes an upgrade)
 
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Don't be afraid! I will check it out. But i think the condition is the problem. Tech <-> upgrade maybe not the same thing. This condition catches something else's event. I think.
 
you might be right ^^ ignoring the fact that i may sound like a bandit "i'll check it out"
 
thanks +rep well i still need to an answer for my other question ;) "is there anyway to only enable melee AI for a specific player?" (PS. your answer wasnt right but it leaded me the right way. it was the event upgrade aint the same as tech/research. upgrade is the thing a human tower does.)
 
well i just need a way to activate an AI(like "activate AI for X). so i believe it belongs here, OR are JASS. but thanks for your reply ^^
 
guys i happened to find out myself ;) heres whot i did:

1. extracted the human.ai,elf.ai,orc.ai,undead.ai from the war3.mpq file (use some kind of editor for it)

2. import the ai into your map (no need to change path)

3. create a trigger like this
  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • AI - Start melee AI script for Player 1 (Red): war3mapImported\elf.ai
3. make sure the ai matches the race. if it doesnt use some kind of valuable stuff ;)

i would like to thank evrybody that tried to help me AND those who succeded in it


Event: heyer decides "something"
Condition: decided something is "to close this tread"
Action: Close "this tread"¨

ehh i dont know how to close it hehe :)
 
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