| 02-27-2011, 05:00 PM | #1 |
So I recently found out that the game limits the Heroes number at 52 or so. This is a bit of a problem for me because I have 72 Heroes in mine. If it were a matter of triggering a Hero unit type to not be sold by taverns after it is chosen, it would be simple. But no, I have to also consider repicking too, that is returning the availability of the unit type to the tavern. But that's not all. I also have an extensive set of triggers for AI players (which is also used for the random selection triggers). This trigger assigns an array to each Hero type and deletes it from the pool when it is chosen, adding it back into the pool when it's repicked. So it bypasses the purchase step, taking gold via triggers. But that's not all. I also have another set of triggers for the "all pick" command, in which players can choose Heroes from either side. This assigns a different set of arrays to the Hero units. So here comes my problem. How on earth can I limit Hero selection to just 1 when the method of choosing a Hero isn't just by purchasing, but also from triggering. And how do I make sure that only 1 unit of said Hero can be chosen per game, and how to return that Hero to the available (or pool) units to purchase. I can think of a few complicated ways of doing this but damnit, if there's an easier way... |
| 02-27-2011, 05:19 PM | #2 | |
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My suggestion is to completely trigger the hero selection. Maintain a list of available heroes, then add/remove heroes to/from taverns as they are added/removed to/from the list. Then, players can pick heroes by purchasing them while computers can pick them with triggers, in both cases the same list is used. |
| 02-27-2011, 05:59 PM | #3 |
Ok so in Gameplay Constants, you can assign which units are considered Heroes, right? So that everything in the game that refers to Hero (for triggers, etc.) will refer to this list. Now, recently I noticed that for some reason my list of Heroes kept getting screwed, I kept losing Heroes I was sure I had put in it. So I did a bit of umm.. research, and figured out that you can only assign up to 52 units as Heroes. If you try to add more, Editor will simply erase a random unit from the list. I am trying to bypass this right now with an additional function during selection, that is by assigning a classification each time the tavern(s) sells a unit or an AI player is given a unit. I don't really feel like rebuilding another whole set of triggers and variables to fix this, so I'm crossing my fingers heh heh hmm... Edit: So far so good. This is like bypassing the terrain/tile limitation ha ha ha...! |
| 02-27-2011, 10:09 PM | #4 |
And really do you have to put heroes on the gameplay constants? I think dota map survives without that solution. What about races? How does dota live with more than 52 heroes to pick from? ehh? ![]() 52 in each, and for 2nd part adds a dummy which allows the 2nd row? I'm quite sure there's a way around. Quite sure.... |
| 02-28-2011, 07:06 PM | #5 | |
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| 03-01-2011, 11:23 PM | #6 |
The thing is, I started the map literally 5 years ago, when the easiest way to do things (for a beginner) was to assign the Gameplay Contants to them and revolving all my triggers around that ha ha ha... So I suppose I could redo the triggers but I was hoping I could avoid that. And funnily enough, assigning a Hero class to a unit via triggering as its being purchased from the taverns seems to solve this problem. |
| 03-29-2011, 11:39 PM | #7 | |
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and yeah...i think i made a couple altar type units but the hero type units in gameplay constants is probably better for pseudo melee maps i'm thinking... |
