| 10-15-2003, 12:41 PM | #1 |
I have been working on my WarCraft version of Ultimate RaNcHeRz for some time now. It has come to the point where i needed to figure out how to make mass attack easy and possible. I searched and seached this forum for a good answer and came up with jack s***. So to all the newbs out there that want mass attack, here is a good example of a good mass trigger... ___________________________________________ This one is "build a unit" type mass ___________________________________________ Events A unit owned by {whatever player} Finishes training a unit. Condition (Unit-type of (trained unit) Equal to (unit you want) Actions Unit - Remove (trained unit) from the game* Unit Group - Pick every unit in (Units owned by (Triggering player) of type {unit you want to mass}) and do (Unit - Order (Picked unit) to Attack-Move To ({Center of Region you want}) *This prevents the game from overflowing with "trigger units". The way i did it was made a custom building and that built the unit. i made the unit near model-less and scale-less, and when you build it, you don't see it and its removed right away, with the result of sending your units. _____________________________________________ To do it "region wise", do it this way _____________________________________________ Events A unit enters {your custom region} Conditions (Owner of (Entering unit)) equal to {player you want} (Unit-type of (Entering unit)) Equal to {whatever unit you want} Actions Unit Group - Pick every unit in (Units owned by (Triggering player) of type {unit you want to mass}) and do (Unit - Order (Picked unit) to Attack-Move To ({Center of Region you want}) I used the top one in my map. Its a lot easier considering you can specify multiple events and only one has to fire. Just experiment around and you can change some of the triggers around to do what you want. The main concern here is the action. Doing it this way will prevent the trigger from sending only 12 units. |
| 10-15-2003, 01:12 PM | #2 | |
It's not bad but the problem is when you use "pick every unit" the units move in dribs and drabs, it's a lot more effecient to split the original unit group into smallers groups of 12 and order each small group. By way of example heres a bit of mass move trigger I ripped from one of my maps. Quote:
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| 10-15-2003, 01:16 PM | #3 |
Yeah better if you can write in JASS :P. I was just making it simple so idiots like myself can use the built in trigger system to make a mass. Plus, this way you can specify a single unit, without sending everything. |
| 10-15-2003, 01:22 PM | #4 |
Damn refresh, forced me to post again. Delete this stupid post. |
| 10-15-2003, 01:44 PM | #5 |
It's not actually all JASS, just a few lines of custom script inside a normal trigger and two global variables (both of type Unit Group) which I called "GroupToMove" and "tmogroup" Only two lines need to be changed and both are normal actions which anyone can change (the rest can be copied exactly) The units to move Set GroupToMove = (Units owned by Player 1 (Red)) and Where to move them Unit Group - Order tmogroup to Attack-Move To (Center of Region 000 <gen> ) Sticking a few custom script actions in a normal trigger is a whole lot less scary than full blown JASS. |
| 10-15-2003, 02:08 PM | #6 |
Ok i just tried what you told me and I will admit, you method makes the units move a lot nicer. But I still say both our methods are good, due to the fact there are idiots out there that still after reading what you put 3000 times, wouldn't understand it. But I guess both are good depending on what your aiming at. ![]() |
| 10-15-2003, 06:32 PM | #7 |
You could create Grater's method using only the GUI, by creating a trigger loop, like this: [code] Trigger 1 E - C - (GroupToMove is empty) is equal to False A - Unit Group - Add all units of (Random N units of GroupToMove) to tmoGroup A - Unit Group - Remove all units of tmoGroup from GroupToMove A - Unit Group - Order tmoGroup to Attack-Move etc. A - Unit Group - Clear tmoGroup A - Trigger - Run (this trigger) checking conditions |
