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Footmen vs Grunts - sending system?

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Level 1
Joined
Aug 20, 2011
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1
For you guys who don't know the Footmen vs Grunts map; the player can buy "sendings" from a building, and then that mob gets sent every X second.

I've build a nice map with a barracks for each player. Can anyone figure out a script or so to do this?
The mobs are supposed to just spawn outside the barracks and just stand still there btw.
 
Level 17
Joined
Feb 11, 2011
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1,860
  • Trigger
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • [your_conditions]
    • Actions
      • Set Temp_Point = (Position of (your_barracks))
      • Unit - Move (Sold unit) instantly to Temp_Point
      • Custom script: call RemoveLocation(udg_Temp_Point)
Is this what you are looking for?
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
for the spawning


make the units u buy a reasearch then

  • rifflemen research
    • Events
      • Unit - A unit Finishes research
    • Conditions
      • (Researched tech-type) Equal to Call Rifleman
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Trigger - Turn on Riflemen red <gen>
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Triggering unit)) Equal to Player 2 (Blue)
            • Then - Actions
              • Trigger - Turn on Riflemen blue <gen>
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Owner of (Triggering unit)) Equal to Player 3 (Teal)
                • Then - Actions
                  • Trigger - Turn on Riflemen teal <gen>
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Owner of (Triggering unit)) Equal to Player 4 (Purple)
                    • Then - Actions
                      • Trigger - Turn on Riflemen purple <gen>
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
                        • Then - Actions
                          • Trigger - Turn on Riflemen yellow <gen>
                        • Else - Actions
                          • Do nothing

then this for each player

  • Riflemen red
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
      • (Player 1 (Red) slot status) Equal to Is playing
    • Actions
      • Set spawn_point[1] = (Center of Player 1 <gen>)
      • Unit - Create 1 Rifleman for Player 1 (Red) at spawn_point[1] facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_spawn_point[1])
 
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