- Joined
- Jun 2, 2009
- Messages
- 1,276
Question 1: Should i create pn2 integer in the variables for this? It seems it works without creating pn2 integer
Question 2: How can i check slot number after 2 seconds wait as condition? (i can if i will create pn2 variable but check the first question please)
Because my map is huge and exporting triggers on empty map and i will work on them on empty map. But before i do that i want to see both Player 3 and Player 4 slots separately. I am changing floating text in the map for the inspection.
I was created ai system for my moba map but everytime 1 or more triggers not turning off and bots are stucking...
This is custom trigger (i am not experienced about that) this is why i am asking. Still i am trying to create my testing environment.
Question 2: How can i check slot number after 2 seconds wait as condition? (i can if i will create pn2 variable but check the first question please)
Because my map is huge and exporting triggers on empty map and i will work on them on empty map. But before i do that i want to see both Player 3 and Player 4 slots separately. I am changing floating text in the map for the inspection.
I was created ai system for my moba map but everytime 1 or more triggers not turning off and bots are stucking...
This is custom trigger (i am not experienced about that) this is why i am asking. Still i am trying to create my testing environment.
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run creep n tower
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Events
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Game - DamageModifierEvent becomes Equal to 1.00
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Conditions
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fAI_run_hero[(Player number of (Owner of DamageEventTarget))] Equal to False
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(DamageEventTarget is in HerolarBotALL) Equal to True
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Actions
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Custom script: local integer pn2 = GetConvertedPlayerId(GetOwningPlayer(udg_DamageEventTarget))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(DamageEventSource is A structure) Equal to True
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Then - Actions
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Custom script: set udg_fAI_run_creep[pn2] = true
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Set TempPoint = (Center of PreviousTarget[(Player number of (Owner of DamageEventTarget))])
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Unit - Order DamageEventTarget to Move To TempPoint
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Custom script: call RemoveLocation(udg_TempPoint)
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Floating Text - Change text of Floatlar[1] to fAi_run_creep |cfff... using font size 10.00
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Wait 2.00 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HOW CAN I CHECK WHICH fAI_run_creep[pn2] ENDS IN HERE? 3 or 4?
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Then - Actions
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Else - Actions
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Custom script: set udg_fAI_run_creep[pn2] = false
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Floating Text - Change text of Floatlar[1] to fAi_run_creep |cff0... using font size 10.00
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(DamageEventTarget is in zUG_RegenALL) Equal to False
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(Level of DamageEventTarget) Less than or equal to 21
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Or - Any (Conditions) are true
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Conditions
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(DamageEventSource is in zUG_CreepsDevil) Equal to True
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(DamageEventSource is in zUG_CreepsReaper) Equal to True
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Then - Actions
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Custom script: set udg_fAI_run_creep[pn2] = true
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Set TempPoint2 = (Position of DamageEventTarget)
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Set TempPoint3 = (Center of PreviousTarget[(Player number of (Owner of DamageEventTarget))])
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Set TempPoint = (TempPoint2 offset by 375.00 towards (Angle from TempPoint2 to TempPoint3) degrees)
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Unit - Order DamageEventTarget to Move To TempPoint
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Custom script: call RemoveLocation (udg_TempPoint)
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Custom script: call RemoveLocation (udg_TempPoint2)
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Custom script: call RemoveLocation (udg_TempPoint3)
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Wait 1.00 seconds
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Custom script: set udg_fAI_run_creep[pn2] = false
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Else - Actions
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