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Rename Players

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Level 14
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Dec 12, 2009
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1,027
(Actions)
Set HeroName = <your hero>; HeroName is a unit variable type
Player - Set name of PlayerX (Color) to (Proper name of HeroName)

I use a variable since I don't know exactly which hero type will be used in my map, for your case you may be able to skip using a variable if the hero exists at map creation. If you find a better way, please let me know!

//\\oo//\\
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Here is a test map.

Instruction:
1. Type -name <yourNameHere> to change your name.

And like boris mentioned, we don't know how your hero is saved into a variable, that's why in my test map, I used it on a pre-existing unit (Blood Mage) to refer to the variable of the triggering unit.
 

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  • Rename Player.w3x
    12.5 KB · Views: 51
Level 4
Joined
Mar 13, 2014
Messages
93
  • Random
    • Events
      • Player - Player 1 (Red) types a chat message containing -random as An exact match
      • Player - Player 2 (Blue) types a chat message containing -random as An exact match
      • Player - Player 3 (Teal) types a chat message containing -random as An exact match
      • Player - Player 4 (Purple) types a chat message containing -random as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -random as An exact match
      • Player - Player 6 (Orange) types a chat message containing -random as An exact match
      • Player - Player 7 (Green) types a chat message containing -random as An exact match
      • Player - Player 8 (Pink) types a chat message containing -random as An exact match
      • Player - Player 9 (Gray) types a chat message containing -random as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -random as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -random as An exact match
      • Player - Player 12 (Brown) types a chat message containing -random as An exact match
    • Conditions
      • (Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))) Equal to 0
    • Actions
      • Set Random_Hero = (Random integer number between 1 and Random_Count)
      • Unit - Create 1 Hero_Array[Random_Data[Random_Hero]] for (Triggering player) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
      • Game - Display to (All players) the text: (PlayerNames[(Player number of (Triggering player))] + ( |cff32cd32Has randomed|r + (Name of (Last created unit))))
      • Player - Set name of (Triggering player) to ((Name of (Triggering player)) + ( + (( + ((Proper name of (Last created unit)) + )))))
      • Selection - Select (Last created unit) for (Owner of (Last created unit))
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
      • Set Random_Data[Random_Hero] = Random_Count
      • Set Random_Count = (Random_Count - 1)
  • Repick Command Copy
    • Events
      • Player - Player 2 (Blue) types a chat message containing -repick as An exact match
      • Player - Player 3 (Teal) types a chat message containing -repick as An exact match
      • Player - Player 4 (Purple) types a chat message containing -repick as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -repick as An exact match
      • Player - Player 6 (Orange) types a chat message containing -repick as An exact match
      • Player - Player 8 (Pink) types a chat message containing -repick as An exact match
      • Player - Player 9 (Gray) types a chat message containing -repick as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -repick as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -repick as An exact match
      • Player - Player 12 (Brown) types a chat message containing -repick as An exact match
    • Conditions
      • (Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))) Equal to 1
    • Actions
      • Game - Display to (All players) the text: ((Name of (Picked player)) + Has Repicked)
      • Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
        • Loop - Actions
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Make (Unit-type of (Last created unit)) Available for training/construction by (Picked player)
          • Unit - Remove (Picked unit) from the game
      • Set Random_Hero = (Random integer number between 1 and Random_Count)
      • Unit - Create 1 Hero_Array[Random_Data[Random_Hero]] for (Triggering player) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
      • Selection - Select (Last created unit) for (Owner of (Last created unit))
      • Game - Display to (All players) the text: (PlayerNames[(Player number of (Picked player))] + ( |cff32cd32Has Repicked into |r + (Name of (Last created unit))))
      • Player - Set name of (Triggering player) to ((Name of (Triggering player)) + ( + (( + ((Proper name of (Last created unit)) + )))))
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
      • Set Random_Data[Random_Hero] = Random_Count
      • Set Random_Count = (Random_Count - 1)
  • Pick
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • ((Sold unit) is A Hero) Equal to True
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
      • Game - Display to (All players) the text: ((Name of (Picked player)) + ( |cff32cd32Has chosen|r + (Name of (Sold unit))))
      • Player - Set name of (Owner of (Sold unit)) to (PlayerNames[(Player number of (Picked player))] + ( + (( + ((Proper name of (Sold unit)) + )))))
      • Selection - Select (Sold unit) for (Owner of (Sold unit))
      • Camera - Pan camera for Player 2 (Blue) to (Center of Anime Team 1 <gen>) over 0.00 seconds
      • Camera - Pan camera for Player 3 (Teal) to (Center of Anime Team 1 <gen>) over 0.00 seconds
      • Camera - Pan camera for Player 4 (Purple) to (Center of Anime Team 1 <gen>) over 0.00 seconds
      • Camera - Pan camera for Player 5 (Yellow) to (Center of Anime Team 1 <gen>) over 0.00 seconds
      • Camera - Pan camera for Player 6 (Orange) to (Center of Anime Team 1 <gen>) over 0.00 seconds
      • Camera - Pan camera for Player 8 (Pink) to (Center of Anime Team 2 <gen>) over 0.00 seconds
      • Camera - Pan camera for Player 9 (Gray) to (Center of Anime Team 2 <gen>) over 0.00 seconds
      • Camera - Pan camera for Player 10 (Light Blue) to (Center of Anime Team 2 <gen>) over 0.00 seconds
      • Camera - Pan camera for Player 11 (Dark Green) to (Center of Anime Team 2 <gen>) over 0.00 seconds
      • Camera - Pan camera for Player 12 (Brown) to (Center of Anime Team 2 <gen>) over 0.00 seconds
      • Unit - Move (Sold unit) instantly to ((Owner of (Sold unit)) start location)
      • Set Random_Data[Random_Hero] = Random_Count
      • Set Random_Count = (Random_Count - 1)
      • Trigger - Turn on Chance Sell Units <gen>
  • Player Name
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set PlayerNames[1] = (Name of (Matching player))
      • Set PlayerNames[2] = (Name of (Matching player))
      • Set PlayerNames[3] = (Name of (Matching player))
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Set name of (Triggering player) to PlayerNames[(Integer A)]
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
  • Player Name
    • Events
      • Map initialization
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Set name of PlayerNames[(Integer A)] to (Name of (Player(Integer A)))
and then

  • Player - Set name of <player> to (PlayerNames[(Player number of (<player>))] + (" " + <heroName>))
 
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