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How can i create a battle systems with turn

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Maybe you could disable the attack function whenever he does an attack until the enemy uses a spell or attack?
 
I suggest changing the contol of every unit to an unused player (player 12 e.g.)
without changing the colors so the players can't move their units.

Then you change the units back for the player whos turn it is.

that would make the battle go kacau

{EDIT 1}

ITS PROTECTED YA KNOW!! dun fool me =.=

{EDIT 2}
and how about like this, Team 1 (team one only has 3 heroes(gets primitive strike, then they strike for 2 turns each heroes))
Team II(3 heroes the same(after being attacked, one of them has the highest agility, so team 2 hero AGI hits first.

how do i make if agi is higher hits first and if they get primitive attack or suprise attack from the back they hit 1st?

{EDIT 3}
hey, the trigger wont work, if pause, it wont attack,

{EDIT 4}
can some one create a map UNPROTECTED for a turn based battle system(testmap) (GUI)
 
Last edited by a moderator:
  • Angry
Reactions: Rui
Don't be an *****, please. Why would I protect this map? Do you really find me that intimidating to do this? Seriously, either download the file again or update your patch from www.battle.net to 1.24d, otherwise stop creating scenarios.

yeah , yeah , i was just provoking =.=:gg::gg:

sorry..:cry::cry:

I really did NOT mean to double post, i'm really sorry to all moderators, users, im really really really really SORRY.

Pharaoh, how could i make them back off after hitting( like order Automatic Move Back system put in the Battle turn please!)

EDIT: The map works, Sorry.
 
Last edited by a moderator:
So did you eventually open the map? Well, you need to set a point offset to order them moving there, like
  • Set Point1 = (Position of (Damage Source))
  • Set Point2 = (Point1 offset by 600.00 towards (((Facing of (Damage Source)) - 180.00)
  • Unit - Order (Damage Source) to Move to (Point2)
  • Custom script: call RemoveLocation (udg_Point1)
  • Custom script: call RemoveLocation (udg_Point2)
 
So did you eventually open the map? Well, you need to set a point offset to order them moving there, like
  • Set Point1 = (Position of (Damage Source))
  • Set Point2 = (Point1 offset by 600.00 towards (((Facing of (Damage Source)) - 180.00)
  • Unit - Order (Damage Source) to Move to (Point2)
  • Custom script: call RemoveLocation (udg_Point1)
  • Custom script: call RemoveLocation (udg_Point2)

What variable shuold i use and ( im a noobie using some variables.:eek::cry::cry:

plus some custom script, i dunno about scripts:cry::cry:
 
We've all been newbies once.
So, in this tutorial you'll learn what variables are: http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/variables-5896/

For the custom script, just copy and paste the text after the "Custom script:", go to Actions, scroll down, until you find "Custom script" and paste the copied text from the trigger I gave you.

The variables are of type "Point".

In this case, the custom scripts are used to remove the leaks the points create. For more info about leaks: http://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/

At least read those tutorials.
 
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