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humm.. yeah if i actually had to trigger it i would do it like that:
icon definition
Events
Conditions
Actions
Set herotype[1] = Mountainking
Set herotype[2] = Bloodmage
Set herotype[3] = Paladin
Set symbolpath[1] = ReplaceableTextures\CommandButtons\BTNHeroMountainKing.blp
Set symbolpath[2] = ReplaceableTextures\CommandButtons\BTNHeroBloodElfPrince.blp
Set symbolpath[3] = ReplaceableTextures\CommandButtons\BTNHeroPaladin.blp
symbolpath is stringtype array var (strings taken from object editor)
multiboard icon set
Events
Conditions
Actions
Do Multiple ActionsFor each (Integer B) from 1 to 12, do (Actions)
Loop - Actions
Do Multiple ActionsFor each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Set group = (Units in (Playable map area) matching (((Matching unit) is a Hero) equal (==) True))
Unitgroup - Pick every unit in group and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
'IF'-Conditions
(Unit-type of (Picked unit)) equal (==) herotype[(Integer A)]
'THEN'-Actions
Set group2 = (Units in (Playable map area) matching (((((Matching unit) is in group) equal (==) True) and (((Matching unit) is in (Units in (Playable map area) owned by (Player((Integer B))))) Gleich (==) True)) and ((Unit-type of (Matching unit)) equal (==) herotype[(Integer A)]
Multiboard - Set the icon for multiboard item in column 1, row (Player number of (Owner of (Random unit from group2))) to symbolpath[(Integer A)]
Custom script: call DestroyGroup (udg_group2)
'ELSE'-Actions
Custom script: call DestroyGroup (udg_group)
Loop A is 1 to 3 cuz first trigger only has 3 defined heroes
Loop B depends on number of players i just assumed 12 because its the usual number for Aos n stuff
Icon is set at playernumbers row, means player 3 hero icon will be shown in row 3 , you can change that of course
Execute the second trigger when all players selected their hero
First trigger can be included in map init
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