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Random Building

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Level 3
Joined
Oct 8, 2007
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41
Have you guys seen in like Gem TD where the building comes out random? Like you build something then it comes out probably as Building1 or Building2 or Building3?

I am trying to put that effect into my map but dont know how to
 
Level 8
Joined
Dec 29, 2006
Messages
359
Im not a computer with WE on it but ill try an explain, hope I can write it ok...

Events: A unit finishes construction
Conditions: Unit Type of (Constructed Structure) equal to (your structure)
Actions: If: (Random number from x to y) equal to 1
Then: Unit replace (Constructed Structure) With a (your structure)
Else If: (Random number from x to y) equal to 2
Then: Unit replace (Constructed Structure) With a (your structure)
Etc.
Just keep repeating this for each building that you want to have a chance to be build, and it should work. Hope this helps
 
Level 6
Joined
Feb 2, 2005
Messages
205
I did that one in a while. I used two Triggers, Type 1 was always builded and when it finished it was exchange with 2 other towers or would simply stay.

This one is to set my array
  • Variables
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set LuckDips[1] = Lucky Dip Type 2 Level 1
      • Set LuckDips[2] = Lucky Dip Type 3 Level 1
      • Set LuckDips[3] = Lucky Dip Type 2 Level 2
      • Set LuckDips[4] = Lucky Dip Type 3 Level 2
      • Set LuckDips[5] = Lucky Dip Type 2 Level 3
      • Set LuckDips[6] = Lucky Dip Type 3 Level 3
      • Set LuckDips[7] = Lucky Dip Type 2 Level 4
      • Set LuckDips[8] = Lucky Dip Type 3 Level 4
      • Set LuckDips[9] = Lucky Dip Type 2 Level 5
      • Set LuckDips[10] = Lucky Dip Type 3 Level 5
This one is to exchange the Towers
JASS:
function Trig_Exchange_Conditions takes nothing returns boolean
    local integer u
    set u = GetUnitTypeId(GetTriggerUnit())
    if ( (  u == 'h00S' ) or (u == 'h00Y') or (u == 'h00B') or ( u== 'h00T') or (u == 'h00X' )) then
        return true
    endif
    return false
endfunction

function Trig_Exchange_Actions takes nothing returns nothing
local integer tmp
local integer value
set value = GetUnitUserData(GetTriggerUnit()) + 1
call SetUnitUserData(GetTriggerUnit(),value)
set tmp =  GetRandomInt(0,2)
if (tmp != 0) then
    set tmp = tmp + 2 * (value - 1)
    call ReplaceUnitBJ(GetTriggerUnit(),udg_LuckDips[tmp],bj_UNIT_STATE_METHOD_MAXIMUM)      
    call SetUnitUserData(GetLastReplacedUnitBJ(),value)
    call SelectUnitForPlayerSingle( GetLastReplacedUnitBJ(), Player(0) )
endif
endfunction

//===========================================================================
function InitTrig_Exchange takes nothing returns nothing
    set gg_trg_Exchange = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Exchange, EVENT_PLAYER_UNIT_UPGRADE_FINISH )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Exchange, EVENT_PLAYER_UNIT_CONSTRUCT_FINISH )
    call TriggerAddCondition( gg_trg_Exchange, Condition( function Trig_Exchange_Conditions ) )
    call TriggerAddAction( gg_trg_Exchange, function Trig_Exchange_Actions )
endfunction

If you want the map i can attach it for ya :)
 
it has to do with random integer variables and number integer of the # of random integer variables (to stand for the unit-type) input into "when unit builds building" event or w.e the action will replace the "building unit" with a random unit type from an integeral value of random(that would stand for your types of buildings that will be a % to be built) from 1 to "the # of random integer variables" like wut godless did but he forgot to add the "# of random integer variable"

  • Initialize random buildings
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- These next values will be an example. --------
      • Set RandomBuilding[1] = Guard Tower
      • Set RandomBuilding[2] = Cannon Tower
      • Set RandomBuilding[3] = Arcane Tower
      • Set RandomBuilding[4] = Watch Tower
      • Set RandomBuilding[5] = Spirit Tower
      • Set RandomBuilding[6] = Nerubian Tower
      • Set RandomBuilding[7] = Ancient Protector
      • Set RandomBuilding[8] = Tidal Guardian
      • Set RandomBuildingNumber = 8
set the RandomBuildingNumber to = the last value you input for your RandomBuildings

  • Random regular buildings
    • Events
      • Unit - A unit Finishes construction
    • Conditions
    • Actions
      • Unit - Replace (Constructed structure) with a RandomBuilding[(Random integer number between 1 and RandomBuildingNumber)] using The new unit's default life and mana
This will be universal, and will work for any player that builds a building. so you will only need one of this trigger
 
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