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[General] No limitation to custom heroes

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Aug 18, 2015
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Hey there!

In my Leafshade map, I've started to work on additional two heroes for each playable race to spice up the game a little. However, I encounter a small difficulty as some of these heroes can be trained as many times as the player wants.

I checked the starting triggers and the heroes are supposed to be limited to 1 each.

Any idea what causes this and how to fix it?

Thanks a lot!
 
Have you already checked; Advanced>Gameplay Constants>Techtree Equivalents - Hero?
Put your custom heroes on it.

I don't see that line in the Advanced menu :o All I have is the numerous Altar and outpost tier lines.

not only that, he might also want to re-think the requirements (townhall, keep, castle)
This was one of my first thoughts too. Sadly, it did not work :/

Thanks for your kind answers, guys!
 

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Try this one:
  • Limit Hero Training
    • Events
      • Unit - A unit Finishes training a unit
    • Conditions
      • ((Trained unit-type) is A Hero) Equal to True
    • Actions
      • Player - Limit training of (Trained unit-type) to 0 for (Triggering player)
Haven't tested it.
 
Hey! Thanks for this trigger. It is part of the solution! Though the player cannot do another of the same hero once the training order is complete, according to my tests the player can still have his multiple copies by ordering a queue of the same heroes. So, what I would need then is an adjustement to your trigger that prevents adding the same heroe several times in a row to the queue whilst the 1st is still training. Am I clear? Not sure ^^
 
Yes, I've tried that but that doesn't seem to function for now :/

Also, the additional heroes still do not count as official ones, so you can have all of them + an official hero before having to update your outpost to tier 2 :(
 
Try this one:
  • Limit Hero Training
    • Events
      • Unit - A unit Finishes training a unit
    • Conditions
      • ((Trained unit-type) is A Hero) Equal to True
    • Actions
      • Player - Limit training of (Trained unit-type) to 0 for (Triggering player)
Haven't tested it.
Not with that event, it should be placed on a trigger that runs once like initialization, and limiting it to 1 instead of 0.
So either choose the Uncle's idea or use gameplay constants.
 
Oh, yeah... I don't know what I was thinking. Running it at initialization would be best I imagine.

That being said, i'm still confused as to how he's even able to queue more than 1 of the same hero at a time.
 
Last edited:
No it did not. It seems it only works for the official heroes :(

ah yes, I have faced this problem before: solution is easy.


Basically the game doesnt know what exactly is a hero. You have to tell the game who is hero.

Go to: GamePlay Constants>Hero equivalent> you will see a list here of official heroes, add your custom heroes here.

For example, you will see paladin in this list, you will see Blood mage here too, but you will not see Arthas or Jaina here because they are campaign heroes.

add your custom heroes to this list and they will count as a hero

Hope this helps


I wrote this for limitation (sorry, there are a couple words in French as my editor operates in my tongue). That doesn't work. Did I miss something?

View attachment 349909
I get the idea of your trigger. (but I think my solution above is easier). why wouldnt you instead say make unit unavailable action instead of limiting it to zero? I dont think there is a difference.

but also, if the hero is limited to 0, can the hero be revived?
 
Hey guys, first of all, thanks for your kind help!


ah yes, I have faced this problem before: solution is easy.


Basically the game doesnt know what exactly is a hero. You have to tell the game who is hero.

Go to: GamePlay Constants>Hero equivalent> you will see a list here of official heroes, add your custom heroes here.

For example, you will see paladin in this list, you will see Blood mage here too, but you will not see Arthas or Jaina here because they are campaign heroes.

add your custom heroes to this list and they will count as a hero

Hope this helps



I get the idea of your trigger. (but I think my solution above is easier). why wouldnt you instead say make unit unavailable action instead of limiting it to zero? I dont think there is a difference.

but also, if the hero is limited to 0, can the hero be revived?

I think a problem here is I use the Reforged editor and in the current version, either I'm completely blind or the "Hero equivalent" thing doesn't exist in the GamePlay Constants anymore :(


That being said, i'm still confused as to how he's even able to queue more than 1 of the same hero at a time.
I guess, as they said, it's because the game don't recognize them as proper heroes :/


If you don't mind I can take a look at your map and try to find what's wrong.
Thanks, I'll attach the map in progress to this thread so you guys can get a closer look :)
 

Attachments

I dont think so.

though Im pretty sure you can do it in your version, you just havent tried enough.

Edit:Here I found it in 1.31

View attachment 349966


Gosh! Thank you! I looked about ten times without finding it. I'm definitely blind x) I thought there was everything but this line, aha!
After testing it, it seems I have to combine both solutions given and still use the trigger above because this list only means to the game the player is entitled to one hero per outpost tier. Which is half the problem solved. Now, I'll use the trigger to prevent them from taking the same hero several times!

With that, I think my problem is solved. Thank you guys so much for your time and considerate answers. You rock!!
 
Gosh! Thank you! I looked about ten times without finding it. I'm definitely blind x) I thought there was everything but this line, aha!
After testing it, it seems I have to combine both solutions given and still use the trigger above because this list only means to the game the player is entitled to one hero per outpost tier. Which is half the problem solved. Now, I'll use the trigger to prevent them from taking the same hero several times!

With that, I think my problem is solved. Thank you guys so much for your time and considerate answers. You rock!!
tell us when its fully solved and working.
 
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