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GUI - Hero Click-Selection (Advanced)

Level 12
Joined
Aug 3, 2005
Messages
745
Heya,

In this tutorial I hope to show you how to make an advanced hero selection system in a step by step guide.
This one works via players clicking on heroes they wish to use as opposed to taverns or region methods.

I've tried to include as many pictures & samples as possible.
If you have any suggestions, recommendations or critiques, by all means tell me.
Please note the sample triggers probably have some Leaks in them, but as they are only going to be run at the start of the game its no real big deal.

I'd Strongly Recommend first of, to download the sample map attached, to see how it works & looks in game.
If you are already fairly experienced with the World Editor you could simply copy/paste across the system into your map & skip this tutorial.
It might however be a good idea, to read it anyways.

Contents

Globals

First off, the dreaded global variables must be created:

Globals.JPG

  • Boolean Array - This is so when a player has selected a Hero we can mark him as already having a hero, preventing him from selecting any more.
  • Unit Groups - A/B - These are there to group up the heroes for selection purposes. We can detect if a player clicks on them, with necessary conditions
  • Unit Group - Used - This is used to store current Heroes that are selected by players and being considered for use. Stops a player snatching someone else players before he can confirm.
  • Player Groups - These are to group the players into their appropriate teams. Simplifies a lot of things later on, which you'll see.
  • Unit Array - This is to store a players current hero he has selected. We use this to change the ownership/color of previous selected heroes back to normal when selecting a new hero

Dummy Units/Abilities

For the selection system, well need 1 dummy unit & 1 dummy ability.
I recommend basing these on the militia unit + the tornado slow aura ability.

Dummy Unit
- Will be used as fake unit sold on Heroes, to confirm/select that Hero.
- Will be used as a dummy to lock/rotate the camera around.
  • Add/replace invulnerable/locust abilities
  • Remove his shadow
  • Disable attacks
  • Remove his sound speed
  • Reduce Gold/Lumber/Food cost to 0
  • Alter his tooltips, something like:
    - Tooltip Basic - 'Select this Hero'
    - Tooltip Extended - 'Selects this Hero to fight for your cause.'
  • Give him an appropriate icon, I recommend MC's tick box icon
Unit.JPG

Selection Arrow Ability
This is very easy, only need to add 2 minor things:
  • Art target - Stop Sharing
  • Art target attachment point - Overhead
Ability.JPG

Terrain/Units/Rects

Now we need to setup the terrain & the units, creating both a hero selection area & a base for each team.

Hero Selection Areas:
- All heroes should be computer ally player of team A/B, in this case player's 6/12.
- Place a militia unit in the center (more on that later).

HA.JPG

HB.JPG

Team Bases:
- Place a rect, where the heroes can teleport to after picking a hero.

BA.JPG

BB.JPG

Player Teams

Next we need to setup the teams, in this test map/tutorial I'll be using 2 teams:
- Players 1-6 - (Player 6 being the computer ally)
- Players 7-12 - (Player 12 being the computer ally)

Here is a sample trigger on how I'd recommend going about this:

[trigger="Sample Teams Trigger"]
Init 2
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
For each (Integer B) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer A) Less than 7
(Integer B) Less than 7
Then - Actions
Player - Make (Player((Integer A))) treat (Player((Integer B))) as an Ally with shared vision
Player - Make (Player((Integer B))) treat (Player((Integer A))) as an Ally with shared vision
Player Group - Add (Player((Integer A))) to ForceA
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer A) Less than 7
(Integer B) Greater than 6
Then - Actions
Player - Make (Player((Integer A))) treat (Player((Integer B))) as an Enemy
Player - Make (Player((Integer B))) treat (Player((Integer A))) as an Enemy
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer A) Greater than 6
(Integer B) Greater than 6
Then - Actions
Player - Make (Player((Integer A))) treat (Player((Integer B))) as an Ally with shared vision
Player - Make (Player((Integer B))) treat (Player((Integer A))) as an Ally with shared vision
Player Group - Add (Player((Integer A))) to ForceB
Else - Actions[/trigger]


Cameras

It would also be nice to set up a nice camera for each player:

Cameras:
  • Create a cinematic fade in for all players.
  • Move the camera for each team to their hero selection areas.
  • Lock the camera for each team onto that militia in their hero selection areas.
  • Rotate the camera for each team around that militia in their hero selection areas.
  • Disable user control.

[trigger="Sample Camera Trigger"]
Initz
Events
Map initialization
Conditions
Actions
Cinematic - Fade in over 8.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Camera - Pan camera for (Player((Integer A))) to (Position of Selection Unit 0016 <gen>) over 0.00 seconds
Camera - Lock camera target for (Player((Integer A))) to Selection Unit 0016 <gen>, offset by (0.00, 0.00) using Default rotation
Camera - Rotate camera 720.00 degrees around (Position of Selection Unit 0016 <gen>) for Player 1 (Red) over 120.00 seconds
For each (Integer A) from 7 to 12, do (Actions)
Loop - Actions
Camera - Pan camera for (Player((Integer A))) to (Position of Selection Unit 0028 <gen>) over 0.00 seconds
Camera - Lock camera target for (Player((Integer A))) to Selection Unit 0028 <gen>, offset by (0.00, 0.00) using Default rotation
Camera - Rotate camera 720.00 degrees around (Position of Selection Unit 0028 <gen>) for Player 1 (Red) over 120.00 seconds
Cinematic - Disable user control for (All players)
[/trigger]


Heroes Setup

Prepare the Heroes:
  • Place heroes in their groups
  • Change color to Black (Neutral color)
  • Disable attack/movement on all heroes
  • Reduce Skill Points to 0
  • Add Sell Units ability
  • Add Militia (Dummy Unit Selection) to stock
  • Make invulnerable
[trigger="Heroes"]
Unit Group - Add Paladin 0000 <gen> to GroupA
Unit Group - Add Blood Mage 0003 <gen> to GroupA
Unit Group - Add Keeper of the Grove 0004 <gen> to GroupA
Unit Group - Add Warden 0007 <gen> to GroupA
Unit Group - Add Demon Hunter 0006 <gen> to GroupA
Unit Group - Add Priestess of the Moon 0005 <gen> to GroupA
Unit Group - Add Archmage 0001 <gen> to GroupA
Unit Group - Add Mountain King 0002 <gen> to GroupA
-------- --------
Unit Group - Add Death Knight 0012 <gen> to GroupB
Unit Group - Add Shadow Hunter 0011 <gen> to GroupB
Unit Group - Add Far Seer 0009 <gen> to GroupB
Unit Group - Add Tauren Chieftain 0010 <gen> to GroupB
Unit Group - Add Blademaster 0008 <gen> to GroupB
Unit Group - Add Dreadlord 0014 <gen> to GroupB
Unit Group - Add Lich 0013 <gen> to GroupB
Unit Group - Add Crypt Lord 0015 <gen> to GroupB
-------- --------
Unit Group - Pick every unit in GroupA and do (Actions)
Loop - Actions
Unit - Change color of (Picked unit) to Black
Hero - Modify unspent skill points of (Picked unit): Set to 0 points
Custom script: call UnitRemoveAbility(GetEnumUnit(),'Amov')
Custom script: call UnitRemoveAbility(GetEnumUnit(),'Aatk')
Unit - Remove Shadow Meld from (Picked unit)
Unit - Add Sell Units to (Picked unit)
Neutral Building - Add Selection Unit to (Picked unit) with 1 in stock and a max stock of 1
Unit - Make (Picked unit) Invulnerable
Unit Group - Pick every unit in GroupB and do (Actions)
Loop - Actions
Unit - Change color of (Picked unit) to Black
Hero - Modify unspent skill points of (Picked unit): Set to 0 points
Custom script: call UnitRemoveAbility(GetEnumUnit(),'Amov')
Custom script: call UnitRemoveAbility(GetEnumUnit(),'Aatk')
Unit - Add Sell Units to (Picked unit)
Neutral Building - Add Selection Unit to (Picked unit) with 1 in stock and a max stock of 1
Unit - Make (Picked unit) Invulnerable[/trigger]


Select Hero

Finally we are reaching the good stuff.
This trigger will handle players clicking on a hero.
For this we need:
  • Detect player unit selection.
  • Check the player hasn't already got a hero.
  • Check the hero isn't already being selected by another player.
  • Check the player is selecting from the right group of heroes.
  • Remove the selection arrow from the previously selected hero.
  • Change the previously selected hero back to computer ally.
  • Change the previously selected heroes color back to black.
  • Add the selection arrow to the new hero selected.
  • Change ownership of the newly selected hero, also changing color.
  • Set the newly selected hero as the players Selection
  • Add the hero to the used group, marking it as being used.
[trigger="Select Hero"]Select Hero
Events
Player - Player 1 (Red) Selects a unit
Player - Player 2 (Blue) Selects a unit
Player - Player 3 (Teal) Selects a unit
Player - Player 4 (Purple) Selects a unit
Player - Player 5 (Yellow) Selects a unit
Player - Player 6 (Orange) Selects a unit
Player - Player 7 (Green) Selects a unit
Player - Player 8 (Pink) Selects a unit
Player - Player 9 (Gray) Selects a unit
Player - Player 10 (Light Blue) Selects a unit
Player - Player 11 (Dark Green) Selects a unit
Player - Player 12 (Brown) Selects a unit
Conditions
Finished[(Player number of (Triggering player))] Equal to False
((Triggering unit) is in Used) Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is in ForceA) Equal to True
((Triggering unit) is in GroupA) Equal to True
Then - Actions
Unit - Remove Selection Arrow from Selected[(Player number of (Triggering player))]
Unit - Change ownership of Selected[(Player number of (Triggering player))] to Player 6 (Orange) and Retain color
Unit - Change color of Selected[(Player number of (Triggering player))] to Black
-------- --------
Unit - Add Selection Arrow to (Triggering unit)
Unit - Change ownership of (Triggering unit) to (Triggering player) and Change color
Set Selected[(Player number of (Triggering player))] = (Triggering unit)
Unit Group - Add (Triggering unit) to Used
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is in ForceB) Equal to True
((Triggering unit) is in GroupB) Equal to True
Then - Actions
Unit - Remove Selection Arrow from Selected[(Player number of (Triggering player))]
Unit - Change ownership of Selected[(Player number of (Triggering player))] to Player 12 (Brown) and Retain color
Unit - Change color of Selected[(Player number of (Triggering player))] to Black
-------- --------
Unit - Add Selection Arrow to (Triggering unit)
Unit - Change ownership of (Triggering unit) to (Triggering player) and Change color
Set Selected[(Player number of (Triggering player))] = (Triggering unit)
Else - Actions[/trigger]


Confirm Hero

Nearly there. This trigger will handle players confirming their hero.
It will detect them 'buying' the fake selection unit, returning the selected hero back to normal & then lastly creating a fresh new hero at their teams base for them to use.

For this we need:
  • Detect unit being sold.
  • Check the unit being sold is the dummy selection unit.
  • Set the players boolean, marking him as having a hero (prevents him from picking any others).
  • As in the unit selection, remove the selection arrow from previous unit, change it back to computer ally & change its color to black.
  • Reset the players camera & move it to his team's base.
  • Create the hero he selected at his team's base for him.
  • Add a special effect onto the freshly created hero, I recommend tomb of retraining.
  • Select the newly created hero for him.

[trigger="Confirm Hero"]Confirm Hero
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Selection Unit
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Selling unit) is in GroupA) Equal to True
Then - Actions
Set Finished[(Player number of (Triggering player))] = True
Unit - Remove Selection Arrow from (Triggering unit)
Unit - Change ownership of (Triggering unit) to Player 6 (Orange) and Retain color
Unit - Change color of (Triggering unit) to Black
Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
Camera - Pan camera for (Triggering player) to (Center of BaseA <gen>) over 0.00 seconds
Unit - Create 1 (Unit-type of (Triggering unit)) for (Triggering player) at (Center of BaseA <gen>) facing 0.00 degrees
Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Selection - Select (Last created unit) for (Triggering player)
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has chosen + ((Proper name of (Last created unit)) + (, the + (Name of (Last created unit))))))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Selling unit) is in GroupB) Equal to True
Then - Actions
Set Finished[(Player number of (Triggering player))] = True
Unit - Remove Selection Arrow from (Triggering unit)
Unit - Change ownership of (Triggering unit) to Player 12 (Brown) and Retain color
Unit - Change color of (Triggering unit) to Black
Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
Camera - Pan camera for (Triggering player) to (Center of BaseA <gen>) over 0.00 seconds
Unit - Create 1 (Unit-type of (Triggering unit)) for (Triggering player) at (Center of BaseB <gen>) facing 0.00 degrees
Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Selection - Select (Last created unit) for (Triggering player)
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has chosen + ((Proper name of (Triggering unit)) + (, + (Name of (Triggering unit))))))
Else - Actions[/trigger]


Final Touches

As a small add-on I'd recommend adding a finishing touch to the Dummy Unit. in his Model File, change it to 'blank' / a 'space'.
This will make him invisible, in the editor hell show up as a green box, but ignore that.

new2.jpg

new.JPG

Thats all folks, thx for reading this tutorial.
I hope you enjoyed it and learned something from it.
 

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Level 40
Joined
Dec 14, 2005
Messages
10,532
How many of these do we need? -.-

You people should really get together and write one large tutorial or something.

By the way, tip, setting the max slots of an array in the variable manager doesn't do anything that you will notice 99% of the time. (It just initializes that many array values to null/0/false)

Also, you leak a lot.
 
Level 12
Joined
Aug 3, 2005
Messages
745
This one has a few slight add-ons than most other click hero selection systems. It also includes a testmap + lots of pics.
A guy can simply copy paste and setup the whole system within 15min or so.

Ah ok, didnt know arrays worked like that.
I usualyl work in 100% jass anyways, was a bit strange working in GUI again :).

Yea I knew as I was making it, there were many leaks, but I thought they were irrelevant in this case, as I wanted to keep the samples size toa bare minimum.
 
Level 40
Joined
Dec 14, 2005
Messages
10,532
You guys can have separate ones if you really want, I doubt people will get along that well with one giant tut ;)

I'll just name them according to the method.

And Fulla, at least please note the leaks; tell people somewhere (top or bottom of the tutorial) that it has them, then give a link on How to remove them.

And how's the new title? (Or is there a better word to describe it?)
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Sorry I didnt like it much thing is too many globals and triggers for a this kind of system
Hey guyz you know what would be good ?
everyone has his own choosing place
you change hero with arrow keys
fading when changing
camera turn around unit and there is a demonstration button for each ability hero has that shows what does ability do
And a Description about hero and spells ofcourse
I think it wont cost more then 20kb
 
Level 32
Joined
Oct 23, 2006
Messages
5,291
This fine tutorial still requires some editing before its approval.
  1. General Tutorial Submitting Rules & Guidelines - README!
    No signature files may be attached to tutorials.

  2. The [hidden][/hidden] tags should be removed: please don't make the reader work in order to learn: easier is better.

  3. The images should be placed in their proper positions rather than attached at the bottom of the document.
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
hey I didnt know vexorian has a hero selecting system
Well if he has one I cant make a better one for sure :grin:

Anyway I will try
I have some progress on it and its going very well using JASS+GUI
but I use JASS for simple things that you can do with GUI
example
if Hero[n+1] = null
set n = 1
else
set n = n+1
endif
:D
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Nope it isnt I took a look at it
Well I can do the same system without that much triggers
if you say everybody say I can but actaully they dont (I know you wont say something like this but there may be people who would)
Ive a very very very close system to his
And its smaller for sure :grin:

If I make Changing owner if owner is neutral
Add locust and transparency (vertex color) on taking hero
Make all max level giving ability levels (In map)
Make a trigger that prevents casting spell (ability button clicked if its not hero select or random hero etc etc)
...
Seems this is all
well a DIFFERENT TYPE "Advanced Hero Selecting System" coming soon BEWARE !!! :grin::grin::grin:
 
Level 32
Joined
Oct 23, 2006
Messages
5,291
Ok sure nps, but
- How do I remove my signature from a thread?
- How do I display images from attachments as opposed to from links.

I thought simply
attachment.php
- with images tags but doesn work.
Signatures may be removed from individual posts by selecting Advanced and then unchecking the box Show Your Signature

Use the Advanced Attachment Manager to insert the images in their correct locations.

I can edit the document for you Fulla, if you experience difficulties.
 
Level 12
Joined
Aug 3, 2005
Messages
745
Ok got the sig part, if you could please edit my thread and demonstrate how to do 1 of the images, I should be able to handle the rest, as Im unsure how to do it.
thx

Also are you certain about the show/hide bars?
With them it becomes alot easier to read, especially if you go back and forth in the thread, wont be needing to scroll past images constantly.
 
Need_O2, no matter how Vexorians system can be complicated, i can make people who never used JASS b4 to use vex's system... But because i don't use that system i see no point of doing so.

ALso, if you are going to create your own system, i suggest you ENABLE the casting of spells. yes, i suggest that every player can actually see what spells do ..... It would be much better.
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
anyway as I said a HUGE hero selecting system is coming
(but Im not able to use WE in these days (forced to be away from my own pc by Unknown(mom) forces)
 
Level 12
Joined
Aug 3, 2005
Messages
745
Tutorials aren't the way to do stuff anyways, if you want something up and running, do it by yourself. It's way easier to do your own system than to try to understand what was some other guy thinking while he made his.

Its mainly there to give ppl incentives & a helping hand in creating maps.
Eventually yea, you should do it on your own way & style but always nice to have a little help along the way.
 
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