- Joined
- May 3, 2009
- Messages
- 37
GUI has several problems that I find funnily existing. Such as:
1. Events, Conditions, and Actions that will make your life easier missing
2. Annoying As Hell Stuff (Fine) (having to make a Event or Action for playing players such as 1-10 and having 11-12 a bot)
3. Memory Leaks (Guides already Existing)
Contents:
Part 1 - Eventless Problems.
All in all, Part one explains how to work around in making triggered passives.
Part 2 - The Magic of Variables.
To make it so you only have to do it ONCE!
Part 3 - More Parts coming...
*NOTE: Ignore memory leaks.
PART 1
First off, when you want to make a triggered passive, have you ever encountered a problem such as:
The first problem forms here. For you see, there is no condition where
Once you have your ability, Give it to your unit of choice. The condition you have to use for the ability to work is:
Now all you have to do is add in your own actions. For me, It is to stun the attacked unit.
In worldedit I find the variable system amazing. Because, here, defining variables is as easy as A.B.C. Literally.
When defining these variables, you should most of the time place them in your initialization trigger. Ok, Lets say you want to creat a hero defence map where P1-10 plays and P11-12 are bots. In a map like this, you'll be faced with a bunch of Inconviences. Here. Let me show you...
More coming soon...
1. Events, Conditions, and Actions that will make your life easier missing
2. Annoying As Hell Stuff (Fine) (having to make a Event or Action for playing players such as 1-10 and having 11-12 a bot)
3. Memory Leaks (Guides already Existing)
Contents:
Part 1 - Eventless Problems.
All in all, Part one explains how to work around in making triggered passives.
Part 2 - The Magic of Variables.
To make it so you only have to do it ONCE!
Part 3 - More Parts coming...
*NOTE: Ignore memory leaks.
PART 1
First off, when you want to make a triggered passive, have you ever encountered a problem such as:
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Stun Chance
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Events
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Unit - OMG NO EVENT
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Stun Chance
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Events
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Unit - Unit has ability (Stun Chance)
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Conditions
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Actions
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If (Random Interger between 1 and 100 Equal to or Less than 10) then (Bla bla stun target) else (Do Nothing)
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Stun Chance
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Events
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Unit - A unit is attacked
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Conditions
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((Attacking Unit) has buff Stun Chance) Equal to True
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Actions
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If (All conditons are true) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Random Interger between 1 and 10) Equal to 1
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Then - Actions
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-------- Note How the Add Buff action also does not exist. And how a ability has to be added to have the buff. --------
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Unit - Add StunAbility to (Triggering Unit)
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-------- Just in case you use a custom buff --------
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Unit - Pause (Triggering Unit)
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Wait X Seconds
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Unit - Remove StunAbility from (Triggering Unit)
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-------- Just in case you use a custom buff --------
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Unit - Unpause (Triggering unit)
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Else - Actions
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Stun Chance
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Events
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Unit - A unit is attacked
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The first problem forms here. For you see, there is no condition where
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Stun Chance
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Events
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Conditions
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((Attacking Unit) has ability StunAbility) Equal to True
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Actions
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Once you have your ability, Give it to your unit of choice. The condition you have to use for the ability to work is:
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Stun Chance
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Events
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Unit - A unit is Attacked
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Conditions
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((Attacking Unit) has buff Stun Chance) Equal to True
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Actions
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Now all you have to do is add in your own actions. For me, It is to stun the attacked unit.
Part 2
If you read the memory leak fixing guides in the Hive, you understand that you assign the leaks to a variable so you can destroy it later. However, if you been to High School, You will also know that a variable something that can represent any number. It Varies, thats why its called a variable.In worldedit I find the variable system amazing. Because, here, defining variables is as easy as A.B.C. Literally.
When defining these variables, you should most of the time place them in your initialization trigger. Ok, Lets say you want to creat a hero defence map where P1-10 plays and P11-12 are bots. In a map like this, you'll be faced with a bunch of Inconviences. Here. Let me show you...
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Hero Selector Spawn
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Events
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Map Initialization
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Conditions
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Actions
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Unit - Create 1 Hero Selector for Player 1 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Unit - Create 1 Hero Selector for Player 2 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Unit - Create 1 Hero Selector for Player 3 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Unit - Create 1 Hero Selector for Player 4 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Unit - Create 1 Hero Selector for Player 5 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Unit - Create 1 Hero Selector for Player 6 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Unit - Create 1 Hero Selector for Player 7 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Unit - Create 1 Hero Selector for Player 8 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Unit - Create 1 Hero Selector for Player 9 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Unit - Create 1 Hero Selector for Player 10 (Color) at (center of Region <gen>) facing Default building facing Degrees
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Initialization
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Events
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Map Initialization
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Conditions
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Actions
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If ((Player 1 (Color)) Slot Status) Equal to Is Playing) then do (Set PlayersPlaying = (All players matching (((Matching Player) Slot Status) Equal to Is playing) else do (Do Nothing)
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More coming soon...
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