| 11-19-2004, 11:22 PM | #1 |
Hi me again can someone tell me how to do the hero selection system like it is on Tides Of Blood ? Id appreciate it alot thx |
| 11-19-2004, 11:30 PM | #2 |
event - unit n is selected change its owner/color move it to spawn spot set some boolean to false so that unit can't be selected again. make the sfx if you want. |
| 11-19-2004, 11:34 PM | #3 |
Ummmmm I tried that before but it hasnt worked |
| 11-19-2004, 11:35 PM | #4 |
what didnt work.. if you use that logic it should work. thats how they do it in TOB. |
| 11-20-2004, 01:11 AM | #5 | |
Quote:
Event:[Player number] select a unit Condition:And all condition equal to true -Triggering unit is a hero equal to true -Detect hero level for triggering unit equal to 1(detect hero is a sphere ability that use to detect that player select a neutral hero contain it and make sure u give neutral passive hero this ability in trigger set up game) -owner of triggering unit equal to neutral passive Action: Change owner of triggering unit to triggering player or create 1 unit type of triggering unit for triggering player at [region] -I recomment u use action create unit cause the new hero dont have detect hero ability so if wont contain bug -I just short my trigger and post here so may it contain some error if somthing wrong plz tell me i can give u a sample map ^_^ |
| 11-20-2004, 12:40 PM | #6 |
| 11-21-2004, 02:19 AM | #7 |
well that kind of selection system doesnt really help me |
| 11-21-2004, 04:51 PM | #8 |
aw man.. mine works perfect. just do it right. if you refuse to tell me whats wrong with it and i'll fix it. but when you turn down what should work we really dont have to many options. |
| 11-21-2004, 09:58 PM | #9 | |
Quote:
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| 11-22-2004, 12:33 AM | #10 |
No offense Lord Vexorian but I've never liked your system either, otherwise I would've been happy to use it myself. I think FMVH 3.0 has the best heroselect, personally. We were going to implement it for N but I can't say whether or not that will happen now. I also liked the old TBC heroselect, before they adopted your system. Otherwise, for AoS maps, 1-click heroselection is the way to go, hands down. |
| 11-22-2004, 01:56 AM | #11 |
well in tides of blood all u gotta do is click on it instead of viewing skills and such |
| 11-22-2004, 02:02 AM | #12 |
you still havent told me whats wrong with mine. |
| 11-22-2004, 02:53 AM | #13 | |
Quote:
From what I get of it, it's clunky. But I can barely read your post so I could be wrong. I know of some instances where using a dummy ability (like you seem to want to use sphere here) is useful, for example as a way of marking units beyond custom data and gamecache; but it's a little overwrought for selecting heroes. |
| 11-22-2004, 03:36 AM | #14 |
Litany if your the tob creator can u tell me how u do it ? |
| 11-22-2004, 06:16 AM | #15 |
The ToB trigger has a lot more than this in it, but it's stuff specific to our map that's pointless for you. You'll have to setup different cameras and locations for different bases and decide on a method to keep track of which players have already chosen heroes. Triggering doesn't get much simpler than this man.. Code:
function HeroSelect takes nothing returns nothing
local player p = GetTriggerPlayer()
local unit u = GetTriggerUnit()
local location l = GetUnitLoc(u)
local location l2 = [b]**YourLocation**[/b]
//1. Player's camera is moved to their base
call CameraSetupApplyForPlayer(true, [b]**YourCamera**[/b], p, 0)
//2. A special effect is created at the position of the hero in the heroselect area.
call DestroyEffect(AddSpecialEffectLoc("Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl", l))
//3. Hero is moved to the corresponding base.
call SetUnitPositionLoc(u, l2)
//4. Another special effect is attached to the hero's chest.
call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl", u, "chest"))
//5. Ownership of the hero is given to the selecting player.
call SetUnitOwner(u, p, false)
//6. Hero is made vulnerable and unpaused.
call SetUnitInvulnerable(u, false)
call PauseUnit(u, false)
call RemoveLocation(l)
call RemoveLocation(l2)
set l = null
set l2 = null
set p = null
set u = null
endfunction |
