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Ultimate GUI Hero Pick System 2.3 Created by -Kobas- Link to JASS version
------------------------------------------------------------------------- Please if you find any errors or bugs report them to me so I can fix them
Features: - Easy to understand/edit/import/use.
- Can be mixed with multiboard together.
- Small file size.
- Unique idea, perfect way to show people something new.
- Now MPI as well.
What is different in my system?
You can edit interface and play with it to make it look like anything you want really easily. How to add more buttons, for example hero icons
You will need to create new destructible doodads just like I did for buttons, edit texture and scaling value
Remember to trigger dummy unit as well. Why so long triggers and so many variables?
Well this system isn't created for 1 player, you can remove all interfaces except undead (example) and just edit variables easily (using another array integer) to make it usable for all players.
You can copy part of triggers as well, they will work perfectly fine alone cuz they use different variable. Can we add more options to system?
Of course, especially if you are working on Single Player maps, you will find system funny once when you remove 90% of triggers created for other players and interfaces Why GUI, use script instead, trackables and such things?
I won't answer to such question, and I will try to ignore such comments -.-
UGHPS Setup
Events
Map initialization
Conditions
Actions
-------- Player Colors --------
Set TextColor[1] = |c00FF0000
Set TextColor[2] = |c000042FF
Set TextColor[3] = |c001CE6B9
Set TextColor[4] = |c00540081
Set TextColor[5] = |c00FFFC01
Set TextColor[6] = |c00FEBA0E
Set TextColor[7] = |c0020C000
Set TextColor[8] = |c00E55BB0
Set TextColor[9] = |c00959697
Set TextColor[11] = |c00FFFFBB
Set TextColor[12] = |c00FF00FF
-------- Player Interface Regions --------
Set UGHPS_InterfaceRegion[1] = Player Interface 1 <gen>
Set UGHPS_InterfaceRegion[2] = Player Interface 2 <gen>
-------- Player multipli value, should be ranged from 100 to 800. Everything above 800 will ruin trigger cuz max array limit will be reached. --------
-------- I use 100 cuz 100 - 20 for each hero = 40 more room between. --------
Set Integer_i = 100
-------- Integer that calculate things, it's easier for me to work like this, if you need different value you can just change 1 variable instead all. --------
Set Integer_k = 1
-------- Interface Camera --------
Set UGHPS_Camera[1] = Interface 1 <gen>
-------- Damage --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 1))] = (Center of Damage 1 <gen>)
-------- Range --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 2))] = (Center of Range 1 <gen>)
-------- Armor --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 3))] = (Center of Armor 1 <gen>)
-------- AoE --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 4))] = (Center of AoE 1 <gen>)
-------- Support --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 5))] = (Center of Support 1 <gen>)
-------- Regeneration --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 6))] = (Center of Regeneration 1 <gen>)
-------- Hero Name --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 7))] = (Center of Hero Name 1 <gen>)
-------- Hero Class --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 8))] = (Center of Hero 1 <gen>)
-------- Hero Introduction --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 9))] = (Center of Intro 1 <gen>)
-------- Stats - Attributes --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 10))] = (Center of A 1 <gen>)
-------- Hero Spawn Location --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 11))] = (Center of Spawn Location 1 <gen>)
-------- Player multipli value, should be ranged from 100 to 800. Everything above 800 will ruin trigger cuz max array limit will be reached. --------
-------- I use 100 cuz 100 - 20 for each hero = 40 more room between. --------
Set Integer_i = 200
-------- Integer that calculate things, it's easier for me to work like this, if you need different value you can just change 1 variable instead all. --------
Set Integer_k = 1
-------- Interface Camera --------
Set UGHPS_Camera[2] = Interface 2 <gen>
-------- Damage --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 1))] = (Center of Damage 2 <gen>)
-------- Range --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 2))] = (Center of Range 2 <gen>)
-------- Armor --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 3))] = (Center of Armor 2 <gen>)
-------- AoE --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 4))] = (Center of AoE 2 <gen>)
-------- Support --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 5))] = (Center of Support 2 <gen>)
-------- Regeneration --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 6))] = (Center of Regeneration 2 <gen>)
-------- Hero Name --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 7))] = (Center of Hero Name 2 <gen>)
-------- Hero Class --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 8))] = (Center of Hero 2 <gen>)
-------- Hero Introduction --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 9))] = (Center of Intro 2 <gen>)
-------- Stats - Attributes --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 10))] = (Center of A 2 <gen>)
-------- Hero Spawn Location --------
Set UGHPS_HeroStats[(Integer_i + (Integer_k + 11))] = (Center of Spawn Location 2 <gen>)
-------- Disable camera variable for all players --------
Set UGHPS_CameraCheck[(Player number of (Player((Integer A))))] = False
-------- Add player select unit event to trigger below. --------
Trigger - Add to UGHPS Buttons <gen> the event (Player - (Player((Integer A))) Selects a unit)
-------- Add player skips cinematic or write xxx to right trigger. --------
Trigger - Add to UGHPS Progress <gen> the event (Player - (Player((Integer A))) skips a cinematic sequence)
Trigger - Add to UGHPS Progress <gen> the event (Player - (Player((Integer A))) types a chat message containing xxx as An exact match)
Trigger - Add to UGHPS Camera x <gen> the event (Time - UGHPS_CameraTimer[(Integer A)] expires)
-------- Let's make clickable units transparent (unvisible) --------
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Click) or ((Unit-type of (Matching unit)) Equal to Settings))) and do (Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency)
Set UGHPS_HERO_H[((Integer_i x (Integer A)) + Integer_k)] = Paladin
-------- Hero destructible model --------
Destructible - Hide UGHPS_HeroModel[((Integer_i x (Integer A)) + Integer_k)]
-------- Damage --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 1))] = |cFF00FF00IIIIIII|r|cFFFF0000III|r
-------- Range --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 2))] = |cFF00FF00II|r|cFFFF0000IIIIIIII|r
-------- Armor --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 3))] = |cFF00FF00IIII|r|cFFFF0000IIIIII|r
-------- AoE --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 4))] = |cFF00FF00I|r|cFFFF0000IIIIIIIII|r
-------- Support --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 5))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
-------- Regeneration --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 6))] = |cFFFF0000IIIIIIIIII|r
-------- Hero Name --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 7))] = Aurrius the Pure
-------- Hero Class --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 8))] = |cffffcc00Palladin
-------- Hero Introduction --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 9))] = Warrior Hero, exceptional at defense and augmenting nearby friendly troops. Can learn Holy Light, Divine Shield, Devotion Aura and Resurrection. |n|n|cffffcc00Attacks land units.|r
-------- Stats - Attributes --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 10))] = (|cffffcc0022 + 2.7|r) (17 + 1.8) (13 + 1.5)
-------- Sound - Hero Selected --------
Set UGHPS_Sound[((Integer_i x (Integer A)) + Integer_k)] = HeroSelectedPaladin <gen>
-------- Sound - Hero Picked --------
Set UGHPS_Sound[((Integer_i x (Integer A)) + (Integer_k + 1))] = HeroPickedPaladin <gen>
Set UGHPS_HERO_H[((Integer_i x (Integer A)) + Integer_k)] = Blood Mage
-------- Hero destructible model --------
Destructible - Hide UGHPS_HeroModel[((Integer_i x (Integer A)) + Integer_k)]
-------- Damage --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 1))] = |cFF00FF00IIIIIII|r|cFFFF0000III|r
-------- Range --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 2))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
-------- Armor --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 3))] = |cFF00FF00IIIIIIII|r|cFFFF0000II|r
-------- AoE --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 4))] = |cFFFF0000IIIIIIIIII|r
-------- Support --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 5))] = |cFFFF0000IIIIIIIIII|r
-------- Regeneration --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 6))] = |cFF00FF00II|r|cFFFF0000IIIIIIII|r
-------- Hero Name --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 7))] = Kelen the Destroyer
-------- Hero Class --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 8))] = |cffffcc00Blood Mage
-------- Hero Introduction --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 9))] = Mystical Hero, adept at controlling magic and ranged assaults. Can learn Flame Strike, Banish, Siphon Mana and Phoenix. |n|n|cffffcc00Attacks land and air units.|r
-------- Stats - Attributes --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 10))] = (18 + 2.0) (14 + 1.0) (|cffffcc0019 + 3.0|r)
-------- Sound - Hero Selected --------
Set UGHPS_Sound[((Integer_i x (Integer A)) + Integer_k)] = HeroSelectedBloodElf <gen>
-------- Sound - Hero Picked --------
Set UGHPS_Sound[((Integer_i x (Integer A)) + (Integer_k + 1))] = HeroPickedBloodElf <gen>
Set UGHPS_HERO_H[((Integer_i x (Integer A)) + Integer_k)] = Sylvanas Windrunner
-------- Hero destructible model --------
Destructible - Hide UGHPS_HeroModel[((Integer_i x (Integer A)) + Integer_k)]
-------- Damage --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 1))] = |cFF00FF00IIII|r|cFFFF0000IIIIII|r
-------- Range --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 2))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
-------- Armor --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 3))] = |cFF00FF00IIIIIIII|r|cFFFF0000II|r
-------- AoE --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 4))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
-------- Support --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 5))] = |cFFFF0000IIIIIIIIII|r
-------- Regeneration --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 6))] = |cFF00FF00II|r|cFFFF0000IIIIIIII|r
-------- Hero Name --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 7))] = Sylvanas Windrunner
-------- Hero Class --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 8))] = |cffffcc00Ranger
-------- Hero Introduction --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 9))] = Warrior Hero, adept at enhancing ranged attacks and slaying enemies from afar. Can learn Scout, Cold Arrows, Trueshot Aura, and Starfall. |n|n|cffffcc00Attacks land and air units.|r
-------- Stats - Attributes --------
Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 10))] = (18 + 1.9 ) (|cffffcc0019 + 1.5|r) (15 + 2.6)
-------- Sound - Hero Selected --------
Set UGHPS_Sound[((Integer_i x (Integer A)) + Integer_k)] = HeroSelectedRanger <gen>
-------- Sound - Hero Picked --------
Set UGHPS_Sound[((Integer_i x (Integer A)) + (Integer_k + 1))] = HeroPickedRanger <gen>
UGHPS Camera
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
-------- Each 0.1 sec we create timer that will set camera above system for right player if he use system. --------
For each (Integer Integer_c) from 1 to 2, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UGHPS_CameraCheck[Integer_c] Equal to True
Then - Actions
Countdown Timer - Start UGHPS_CameraTimer[Integer_c] as a One-shot timer that will expire in 0.00 seconds
Else - Actions
UGHPS Camera x
Events
Conditions
Actions
-------- It's camera system, just copy it, nothing important really --------
For each (Integer Integer_c) from 1 to 2, do (Actions)
Loop - Actions
Custom script: if GetExpiredTimer() == udg_UGHPS_CameraTimer[udg_Integer_c] then
Camera - Apply UGHPS_Camera[(Player number of (Player(Integer_c)))] for (Player(Integer_c)) over 0.10 seconds
Skip remaining actions
Custom script: endif
Interface Human
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Human Interface
Actions
Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border NE (D)
(Destructible-type of (Picked destructible)) Equal to Border Orc (D)
(Destructible-type of (Picked destructible)) Equal to Border UD (D)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border H (D) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border NE (DL)
(Destructible-type of (Picked destructible)) Equal to Border Orc (DL)
(Destructible-type of (Picked destructible)) Equal to Border UD (DL)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border H (DL) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border NE (DR)
(Destructible-type of (Picked destructible)) Equal to Border Orc (DR)
(Destructible-type of (Picked destructible)) Equal to Border UD (DR)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border H (DR) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border NE (L)
(Destructible-type of (Picked destructible)) Equal to Border Orc (L)
(Destructible-type of (Picked destructible)) Equal to Border UD (L)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border H (L) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border NE (R)
(Destructible-type of (Picked destructible)) Equal to Border Orc (R)
(Destructible-type of (Picked destructible)) Equal to Border UD (R)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border H (R) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border NE (U)
(Destructible-type of (Picked destructible)) Equal to Border Orc (U)
(Destructible-type of (Picked destructible)) Equal to Border UD (U)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border H (U) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border NE (UL)
(Destructible-type of (Picked destructible)) Equal to Border Orc (UL)
(Destructible-type of (Picked destructible)) Equal to Border UD (UL)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border H (UL) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border NE (UR)
(Destructible-type of (Picked destructible)) Equal to Border Orc (UR)
(Destructible-type of (Picked destructible)) Equal to Border UD (UR)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border H (UR) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
Interface Orc
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Orc Interface
Actions
Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (D)
(Destructible-type of (Picked destructible)) Equal to Border NE (D)
(Destructible-type of (Picked destructible)) Equal to Border UD (D)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border Orc (D) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (DL)
(Destructible-type of (Picked destructible)) Equal to Border NE (DL)
(Destructible-type of (Picked destructible)) Equal to Border UD (DL)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border Orc (DL) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (DR)
(Destructible-type of (Picked destructible)) Equal to Border NE (DR)
(Destructible-type of (Picked destructible)) Equal to Border UD (DR)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border Orc (DR) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (L)
(Destructible-type of (Picked destructible)) Equal to Border NE (L)
(Destructible-type of (Picked destructible)) Equal to Border UD (L)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border Orc (L) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (R)
(Destructible-type of (Picked destructible)) Equal to Border NE (R)
(Destructible-type of (Picked destructible)) Equal to Border UD (R)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border Orc (R) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (U)
(Destructible-type of (Picked destructible)) Equal to Border NE (U)
(Destructible-type of (Picked destructible)) Equal to Border UD (U)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border Orc (U) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (UL)
(Destructible-type of (Picked destructible)) Equal to Border NE (UL)
(Destructible-type of (Picked destructible)) Equal to Border UD (UL)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border Orc (UL) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (UR)
(Destructible-type of (Picked destructible)) Equal to Border NE (UR)
(Destructible-type of (Picked destructible)) Equal to Border UD (UR)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border Orc (UR) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
Interface Night Elf
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Night Elf Interface
Actions
Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (D)
(Destructible-type of (Picked destructible)) Equal to Border Orc (D)
(Destructible-type of (Picked destructible)) Equal to Border UD (D)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border NE (D) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (DL)
(Destructible-type of (Picked destructible)) Equal to Border Orc (DL)
(Destructible-type of (Picked destructible)) Equal to Border UD (DL)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border NE (DL) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (DR)
(Destructible-type of (Picked destructible)) Equal to Border Orc (DR)
(Destructible-type of (Picked destructible)) Equal to Border UD (DR)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border NE (DR) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (L)
(Destructible-type of (Picked destructible)) Equal to Border Orc (L)
(Destructible-type of (Picked destructible)) Equal to Border UD (L)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border NE (L) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (R)
(Destructible-type of (Picked destructible)) Equal to Border Orc (R)
(Destructible-type of (Picked destructible)) Equal to Border UD (R)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border NE (R) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (U)
(Destructible-type of (Picked destructible)) Equal to Border Orc (U)
(Destructible-type of (Picked destructible)) Equal to Border UD (U)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border NE (U) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (UL)
(Destructible-type of (Picked destructible)) Equal to Border Orc (UL)
(Destructible-type of (Picked destructible)) Equal to Border UD (UL)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border NE (UL) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (UR)
(Destructible-type of (Picked destructible)) Equal to Border Orc (UR)
(Destructible-type of (Picked destructible)) Equal to Border UD (UR)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border NE (UR) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
Interface Undead
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Undead Interface
Actions
Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (D)
(Destructible-type of (Picked destructible)) Equal to Border Orc (D)
(Destructible-type of (Picked destructible)) Equal to Border NE (D)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border UD (D) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (DL)
(Destructible-type of (Picked destructible)) Equal to Border Orc (DL)
(Destructible-type of (Picked destructible)) Equal to Border NE (DL)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border UD (DL) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (DR)
(Destructible-type of (Picked destructible)) Equal to Border Orc (DR)
(Destructible-type of (Picked destructible)) Equal to Border NE (DR)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border UD (DR) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (L)
(Destructible-type of (Picked destructible)) Equal to Border Orc (L)
(Destructible-type of (Picked destructible)) Equal to Border NE (L)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border UD (L) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (R)
(Destructible-type of (Picked destructible)) Equal to Border Orc (R)
(Destructible-type of (Picked destructible)) Equal to Border NE (R)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border UD (R) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (U)
(Destructible-type of (Picked destructible)) Equal to Border Orc (U)
(Destructible-type of (Picked destructible)) Equal to Border NE (U)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border UD (U) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (UL)
(Destructible-type of (Picked destructible)) Equal to Border Orc (UL)
(Destructible-type of (Picked destructible)) Equal to Border NE (UL)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border UD (UL) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Border H (UR)
(Destructible-type of (Picked destructible)) Equal to Border Orc (UR)
(Destructible-type of (Picked destructible)) Equal to Border NE (UR)
Then - Actions
Set point_p = (Position of (Picked destructible))
Destructible - Create a Border UD (UR) at point_p facing 0.00 with scale 1.00 and variation 0
Custom script: call RemoveLocation ( udg_point_p)
Destructible - Remove (Picked destructible)
Else - Actions
UGHPS Progress
Events
Conditions
Actions
Set UGHPS_CameraCheck[(Player number of (Triggering player))] = True
Camera - Apply UGHPS_Camera[(Player number of (Triggering player))] for (Triggering player) over 0.00 seconds
Trigger - Turn on UGHPS Camera <gen>
UGHPS Buttons
Events
Conditions
(Unit-type of (Triggering unit)) Equal to Click
Actions
-------- Turn off trigger to fix small bug when player click fast on icon and create few heroes at same time. --------
Trigger - Turn off (This trigger)
-------- Remove selected unit from player selection. --------
Selection - Clear selection for (Triggering player)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Triggering unit) Equal to Click 0001 <gen>
(Triggering unit) Equal to Click 0008 <gen>
Then - Actions
-------- Hero number --------
-------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
Set Integer_k = 20
-------- integer_h is variable that define hero, unneeded really but it makes trigger action below more eye kindly. --------
Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + Integer_k)
-------- Location variable that use position of created unit, used for cleaning leaks :) --------
Set point_p = (Position of (Triggering unit))
-------- We create effect on hero icon (variable point_p) --------
Special Effect - Create a special effect at point_p using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
-------- We destroy same effect to clean leak. --------
Special Effect - Destroy (Last created special effect)
-------- We destroy point_p to clean leaks. --------
Custom script: call RemoveLocation ( udg_point_p)
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
-------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
-------- We hide all hero destructibles shown to player --------
Destructible - Hide UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + (20 x (Integer A)))]
-------- Now only show right one :) --------
Destructible - Show UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + Integer_k)]
-------- Play sound when player click on hero icon --------
Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + Integer_k)] at 100.00% volume, attached to (Triggering unit)
-------- Let's remove all text, create new one and store it to variables once again. --------
For each (Integer A) from 1 to 11, do (Actions)
Loop - Actions
Floating Text - Destroy UGHPS_FT[(Integer A)]
Floating Text - Create floating text that reads UGHPS_StringAttributes[(((Player number of (Triggering player)) x Integer_i) + (Integer_k + (Integer A)))] at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + ((Integer A) + 1))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set UGHPS_FT[(Integer A)] = (Last created floating text)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Triggering unit) Equal to Click 0005 <gen>
(Triggering unit) Equal to Click 0009 <gen>
Then - Actions
-------- Hero number --------
-------- WARRNING: 40 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
Set Integer_k = 40
-------- integer_h is variable that define hero, unneeded really but it makes trigger action below more eye kindly. --------
Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + Integer_k)
-------- Location variable that use position of created unit, used for cleaning leaks :) --------
Set point_p = (Position of (Triggering unit))
-------- We create effect on hero icon (variable point_p) --------
Special Effect - Create a special effect at point_p using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
-------- We destroy same effect to clean leak. --------
Special Effect - Destroy (Last created special effect)
-------- We destroy point_p to clean leaks. --------
Custom script: call RemoveLocation ( udg_point_p)
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
-------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
-------- We hide all hero destructibles shown to player --------
Destructible - Hide UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + (20 x (Integer A)))]
-------- Now only show right one :) --------
Destructible - Show UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + Integer_k)]
-------- Play sound when player click on hero icon --------
Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + Integer_k)] at 100.00% volume, attached to (Triggering unit)
-------- Let's remove all text, create new one and store it to variables once again. --------
For each (Integer A) from 1 to 11, do (Actions)
Loop - Actions
Floating Text - Destroy UGHPS_FT[(Integer A)]
Floating Text - Create floating text that reads UGHPS_StringAttributes[(((Player number of (Triggering player)) x Integer_i) + (Integer_k + (Integer A)))] at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + ((Integer A) + 1))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set UGHPS_FT[(Integer A)] = (Last created floating text)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Triggering unit) Equal to Click 0003 <gen>
(Triggering unit) Equal to Click 0010 <gen>
Then - Actions
-------- Hero number --------
-------- WARRNING: 60 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
Set Integer_k = 60
-------- integer_h is variable that define hero, unneeded really but it makes trigger action below more eye kindly. --------
Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + Integer_k)
-------- Location variable that use position of created unit, used for cleaning leaks :) --------
Set point_p = (Position of (Triggering unit))
-------- We create effect on hero icon (variable point_p) --------
Special Effect - Create a special effect at point_p using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
-------- We destroy same effect to clean leak. --------
Special Effect - Destroy (Last created special effect)
-------- We destroy point_p to clean leaks. --------
Custom script: call RemoveLocation ( udg_point_p)
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
-------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
-------- We hide all hero destructibles shown to player --------
Destructible - Hide UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + (20 x (Integer A)))]
-------- Now only show right one :) --------
Destructible - Show UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + Integer_k)]
-------- Play sound when player click on hero icon --------
Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + Integer_k)] at 100.00% volume, attached to (Triggering unit)
-------- Let's remove all text, create new one and store it to variables once again. --------
For each (Integer A) from 1 to 11, do (Actions)
Loop - Actions
Floating Text - Destroy UGHPS_FT[(Integer A)]
Floating Text - Create floating text that reads UGHPS_StringAttributes[(((Player number of (Triggering player)) x Integer_i) + (Integer_k + (Integer A)))] at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + ((Integer A) + 1))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set UGHPS_FT[(Integer A)] = (Last created floating text)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
Or - Any (Conditions) are true
Conditions
(Triggering unit) Equal to Click 0022 <gen>
(Triggering unit) Equal to Click 0007 <gen>
Integer_h Not equal to 0
Then - Actions
Set UGHPS_CameraCheck[(Player number of (Triggering player))] = False
Unit - Create 1 UGHPS_HERO_H[Integer_h] for (Triggering player) at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + 12)] facing Default building facing degrees
-------- Let's display message to enemy players --------
Set UGHPS_TempForce = (All enemies of (Triggering player))
Quest - Display to UGHPS_TempForce the Hint message: (TextColor[(Player number of (Triggering player))] + ((Name of (Triggering player)) + (|r has picked + (Name of (Last created unit)))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Triggering unit) Equal to Click 0002 <gen>
(Triggering unit) Equal to Click 0006 <gen>
Then - Actions
Set UGHPS_CameraCheck[(Player number of (Triggering player))] = False
Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + (20 x (Random integer number between 1 and 3)))
Unit - Create 1 UGHPS_HERO_H[Integer_h] for (Triggering player) at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + 12)] facing Default building facing degrees
-------- Let's display message to enemy players --------
Set UGHPS_TempForce = (All enemies of (Triggering player))
Quest - Display to UGHPS_TempForce the Hint message: (TextColor[(Player number of (Triggering player))] + ((Name of (Triggering player)) + (|r has randomed + (Name of (Last created unit)))))
-------- Play sound when player select hero --------
Sound - Play UGHPS_Sound[Integer_h] at 100.00% volume, attached to (Last created unit)
-------- Location variable that use position of created unit, used for cleaning leaks :) --------
Set point_p = (Position of (Last created unit))
Camera - Pan camera for (Triggering player) to point_p over 0.00 seconds
Wait 0.00 seconds
-------- We create effect on hero spawn location (variable point_p) --------
Special Effect - Create a special effect at point_p using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
-------- We destroy same effect to clean leak. --------
Special Effect - Destroy (Last created special effect)
Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
-------- We destroy point_p to clean leaks. --------
Custom script: call RemoveLocation ( udg_point_p)
Wait 0.00 seconds
Trigger - Turn on (This trigger)
Skip remaining actions
Else - Actions
Please if you find any errors or bugs report them to me so I can fix them
Change Log
Version 1.0
- Uploaded Spell Version 1.1
- Added blockade to stop players from creating 2 or more heroes with fast clicking (Thanks to Maker)
- Fixed leak trigger action
- Optimized main trigger a little
- Added more documentation and description (Loading Screen as well) Version 1.2
- Optimized triggers to max
- New interface design
- Easier to understand/edit/import/use
- Smaller size Version 1.2b
- Optimized camera triggers (Maker) Version 2.0 Ultimate
- First MPI version
- New hero stats display
- Removed Spells (for now) Version 2.1 Ultimate
- Fixed/Optimized triggers
- More comments Version 2.2 Ultimate
- Added colored text and messages displayed to enemy players when you pick or random your hero
- Added sound when you select or pick hero
- Added Settings button where you can pick 1 between 4 different interfaces
- New system look (Resized models, edited text etc etc) Version 2.3 Ultimate
Fixed/Improved:
- When pressing ESC, the camera pans to the hero selection screen. Make the camera apply instantly. You can also use fade out, apply cam, fade in.
- One can get two heroes if the OK button is clicked rapidly.
- If one clicks OK before a hero is selected, the camera will pan to the center of the map. This situation is not handled with triggers.
- UGHPS camera timers are not initialized automatically for other indexes than 0 and 1. That means it won't work for player 2. You need to create the other timers yourself.
- You should add the events of UGHPS Camera x trigger in the setup trigger.
- UGHPS Buttons does the checks for the rest of the unit types even if it has found a match already. Use skip remaining actions or put the if/then/elses inside each other.
- P2 hero models aren't initially hidden.
- UGHPS Setup has two events, only use Map Initialization.
- Add importing instructions into the map.
Approved. Great system.
Improvements:
-The units sold triggers should be turned off when there are no players in the screen
-Set the number of players into a variable at map initiliazation, use the variable in UGHPS Camera triggers
-Perhaps...
I started working on ultimate version, expect progress soon.
EDIT:
Base setup and hero info is done.
Working on interfaces and buttons. EDIT 2:
I removed coordinates and added regions, I will try to make it as simple as possible so even WE newbie can use it.
So far everything work fine, I added comment to each trigger action, camera system is rdy as well.
I removed GetLocalPlayer and added new interfaces to system, it's much easier to copy and paste few doodads/units/regions to edit player number.
And will be uploaded tonight, video as well.
Testing...
Triggers in description as well as triggers in map will be optimized and edited, please be patient, fully working version with more things will be uploaded soon.
I will improve it drastically. You can wait to see it or no.
If you convert this into any script language then I expect credits and link to resource
Btw in final version:
- Expect 3 taverns (each one will have 6 heroes).
- Expect special bonuses.
- Expect more effects.
- Expect colored text and hint messages.
- Expect sound effect.
- Expect different interfaces as well.
- Expect more players.
- Expect small arena with few items and creeps to play with.
- Expect hero pick limit selected by vote (from 1 to 5).
- Expect multiboard that will show picked heroes (will work with mode above).
Well expect much more in final version, I found inspiration so expect it soon.
Actually, I might not do it because it's such a disaster
No, i'm not insulting the system, I'm just saying that it would be really tedious to write all those LUA scripts
xD
Anyways, good job
Wow, updated... now MPI.. what i expected..
But,.. why you remove the heroes' abilities icons at the left below the heroes icons?.
After reading your triggers, i don't think i found something to hide the Hero Model (destructible) to other player but unhide to selecting player only?
Well, i know this isn't final version, but i think you should fix text tags. Text tags at main attributes are mixed between. At stats, (regen, dmg...) text tags go over buttons, random and pick. At begin of game i see all 3 heroes, they aren't hidden. I think you should get Abilities back. And use all abilities with one destructible, ofc using trackables too in ultimate version. What i meant with one destructible is that you use only one destructible type for all spells, just like click one. And you can use Grab a Tree spell to change it's texture. So you would use only one destructible for all spells
Oh nearly forget, also text tag showing heroes name and title isn't centered... idk why also Hero summary texts start at Hero Summary, so you can't read that anymore... I think it's text tags size.
EDIT : Now i saw regions... not even strange why text tags work so bad can't wait for final version.
EDIT 2 : Why you use bars instead of reals... ???? f.e. "Damage : IIIIII" Instead of f.e. "Damage : 10-20"
EDIT 3 : Heroes don't face correctly... and their scale is too small.
EDIT 4 : I updated your map i fixed every text tag i fixed regions, i made heroes bigger, and some other little stuff, here it is View attachment UGHPS 2.1.w3x
A few improvements could be done;
Change "For each (Integer A) from 1 to 13, do (Actions)" to something else, than Integer A.
Display the floating text only to local player, perhaps even the dummies as well.
After reading your triggers, i don't think i found something to hide the Hero Model (destructible) to other player but unhide to selecting player only?
Dude from the one I made you could have used the GetLocalPlayer() functions... Your triggers aren't bad, but for ten players they just take WAY too much space. Showing floating texts and descrtuctibles locally saves a CRAZY amount of space And you even dared to take my advanced stats screen but you don't even mention my name -.- The proof is there 2 pages back The one I made works perfectly, the pastebin is still working and you only have to replace coordinates with regions to get what you made now but for less space
Dude from the one I made you could have used the GetLocalPlayer() functions... Your triggers aren't bad, but for ten players they just take WAY too much space. Showing floating texts and descrtuctibles locally saves a CRAZY amount of space And you even dared to take my advanced stats screen but you don't even mention my name -.- The proof is there 2 pages back The one I made works perfectly, the pastebin is still working and you only have to replace coordinates with regions to get what you made now but for less space
Hard to understand (for newbies). Triggers are hard to edit, and if we split players into different groups with different heroes, interfaces, taverns, triggers will be horrible.
Your triggers aren't bad, but for ten players they just take WAY too much space. Showing floating texts and descrtuctibles locally saves a CRAZY amount of space
I know but you use this triggers on game start or after some kind of game info. You are free to destroy them if you want and remove all leaks once when everyone choose hero.
And you even dared to take my advanced stats screen but you don't even mention my name -.- The proof is there 2 pages back
And you dared to upload MPI version without asking if you want to play that way.
Oh and I edited picture, yes I edited mine to fit nice with regions, check yours it won't work.
The one I made works perfectly, the pastebin is still working and you only have to replace coordinates with regions to get what you made now but for less space
Regions are easier to understand and edit because we use GUI here not Jass (we know that is writing faster than clicking, but not in this case )
Oh and any newbie can easily just CNP regions, and move them around map, doing same with map coordinates won't work.
You are free to create your system I really don't know what you want from me now
Hmmph I'm sorry, and I didn't see that u gave me rep I use GUI, don't even know how to work with JASS correctly, I just use some custom scripts to extrend my limits. I think you misunderstood, but I agree with you using regions instead of coordinates (it's soooo much easier ) I think I was a bit tired yesterday and had a bad mood because of diarrhea ^^
Oh btw kobas pls if it's not in the presentation yet than add CTRL+PGDown and PGUp to it as for me it took some hours to fiure out how to organise it up and down ^^
Well I stopped for now.
It's MUI, general idea is here, I showed you few tricks as well... Dunno, maybe when I found some more cool ideas to share them with you I update this.
For now I wait moderation and more or less professional opinions.
Maker, Ultimate GUI Hero Pick System 2.2, 29th Aug 2011
This is a very nice system for selecting heroes. It has good execution and pleasing aesthetics. I'd like to see it used for maps.
However there are still a few issues.
In-game
When pressing ESC, the camera pans to the hero selection screen. Make the camera apply instantly. You can also use fade out, apply cam, fade in.
One can get two heroes if the OK button is clicked rapidly.
If one clicks OK before a hero is selected, the camera will pan to the center of the map. This situation is not handled with triggers.
Triggers
UGHPS camera trigger shouldn't be on all the time. Turn it off initially. Only have it on when some player is in the screen.
UGHPS camera timers are not initialized automatically for other indexes than 0 and 1. That means it won't work for player 2. You need to create the other timers yourself.
You should add the events of UGHPS Camera x trigger in the setup trigger.
The interface change triggers should be turned off when no player is in the screen.
UGHPS Buttons does the checks for the rest of the unit types even if it has found a match already. Use skip remaining actions or put the if/then/elses inside each other.
P2 hero models aren't initially hidden.
UGHPS Setup has two events, only use Map Initialization.
General notes
Add importing instructions into the map.
Suggestions
Using trackables would be even smoother, though you would need to use custom scripts.
The screen is visible through black mask and fog of war. Hide all destructibles initially, only show them when a player is in screen, and only for that player. Use GetLocalPlayer().
Status: |c00FF8000Needs Fix|r
Lime green is fixed. I will try to fix everything else soon as well.
Thank you for your time.
Yes, I will add option in new version to setup that on start and fix such errors.
Or you can warn users to use max graphic details and high resolutions.
after watching video, (i didn't test map), heros still aren't centered to you.
You should make player instantly select hero after choosing it. idk for more... (FUCK YEAH ^^ )
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