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Entangling Multpile Mines

10-25-2005, 02:57 AM#1
MrApples
Entangling Multiple Gold Mines(3 mines a spot)

OK, i have attempted this in the past and made a post for it, but never got it to work correctly.

This time i have a new idea, would it help if I made the 3 gold mines Seperate Unit Types, and the 3 Entangle gold mine abilities seperate order strings.

Also for the initilaization where I want everyone start out with 3 mines entangled and haunted, how should I do this. If I used Entangle Instant, would the entangled gold mines deteriate once the tree is upgraded.

Anyone have any ideas on how to do the haunted gold mines since its not a ability?
10-25-2005, 08:54 PM#2
Vexorian
Quote:
3 Entangle gold mine abilities seperate order strings.

You can't do that.
10-25-2005, 09:13 PM#3
duckduck
i guess you could do something like this
Code:
Events:
  Unit finishes casting an ability
Conditions:
  (Ability Being Cast) equal to (Entangle Gold Mine)
Actions:
  Unit - Order (Casting unit) to (Night Elf - Entangle Gold Mine) on (Pick (1) (random unit matching conditions (unit type of (matching unit) is (Gold Mine))
something like that
i don't have world editor open right now so i can't check

for the initialization thing
Code:
Events:
  Map Initialization
Condidtions:
Actions:
  Pick every (unit matching conditions: ((unit type) is (gold mine) and (unit is range of ((1) (random unit matching condition (unit type of matching unit is tree of life{or whatever it is}))
    Replace unit with Entangled Gold Mine
let me remind u world edit is not open so i doubt its going to be exaclty like that
u can also do that for the haunted gold mines, just change it a bit
10-26-2005, 01:18 AM#4
MrApples
Random unit is laggy, and the entangling is not what Im having a problem with. I once had everything working(for 2 mines) except when the tree of life upgraded one of the entangled mines would decompose.
10-27-2005, 08:26 PM#5
duckduck
i guess TECHNICALLY, when a entangled mine decomposes, it dies so you could have a trigger
Code:
Events:
  Unit Dies
Conditions:
  And:
    Unit type of (Dying unit) is (Unit type of (Entangled Gold Mine))
    (Killing unit) is equal to (No unit)
Actions:
  Pick 1 random unit matching condition: ((unit is (x) range of (dying unit) and (matching unit) is equal to Tree of Life or Tree of Eternity {or whatever}))
    Order (Matching unit) to (Entangle) (dying unit)
x=cast range of entangle gold mine
if the gold mine runs out of gold, i dont think anything should happen
Quote:
Random unit is laggy,
unless you have set start locations, and set races, i don't know what to do about it
10-28-2005, 12:34 AM#6
Earth-Fury
Quote:
Originally Posted by MrApples
Random unit is laggy, and the entangling is not what Im having a problem with. I once had everything working(for 2 mines) except when the tree of life upgraded one of the entangled mines would decompose.

random unit is laggyu because it takes a unit group, and that unit group is never destroyed. (a memory leak.) there are many tutorials on the net about how to use the GUI to prevent memory leaks.

ill try making an example map... if i feel like it X_x
12-30-2006, 01:50 PM#7
Beelzebub
Bump.

I've searched the forum but I can't find any fairly simple solution to the problem above (entangling multiple mines). Is the only way to create a dummy units with the entangle ability?
12-30-2006, 01:52 PM#8
iNfraNe
Next time just make your own thread plz.
12-30-2006, 04:14 PM#9
darkwulfv
Quote:
Bump.
Try a major bump, this thread is about 1 year 2 months old.
12-30-2006, 04:55 PM#10
Beelzebub
No shit retard? Less random offtopic shit and focus on the question instead.

I bumped a thread very relevant to my problem with some information about prior attempts to make it work. I don't know if there is some secret rule here about rather creating a new thread every time instead of using the search function to find similar threads (which is the usual policy on forums..).
12-30-2006, 05:06 PM#11
zen87
guess you could just use dummy units, and attach the dummy the unit to the main tree (or whatever townhall), when the tree is dead, destroy all the dummy tree as well, then make a spell based on some single target spell, whenever the spell is casted on the mine then create the dummy unit to do the entangling job.
12-30-2006, 05:15 PM#12
darkwulfv
A bump is when the thread isn't ancient, and is performed by the thread's creator. What you did was revive a dead thread.
Even a moderator told you to just make a new thread.
12-30-2006, 05:39 PM#13
BertTheJasser
Solution was partly posted, but not completly.

Step 1: Create a custom ability based on channel (use options visible + unit targeted)
Step 2: Create a trigger that fires on spelleffect of the depending ability
Step 3: Add some checks if the target is a goldmine
Step 4: Create a dummy unit for the first goldmine and order it to entangle it
Step 5: Move the dummy unit to the position of the tree
Step 6: Add the dummy to a global group
Step 7: Create another trigger which fires on unit death
Step 8: Add some conditions which check for the unit type which is dying
Step 9: Pick all units in range of ~100
Step 10: Check if they are in the global group, if yes , then remove the unit (which is a dummy caster ) and kill it (to stop entagling)
Step 11: Craete a trigger that fires on a specific order
Step 12: Add A Condition which detects the depending order (it must be ("unroot")
Step 13: same as Step 9+10
Step 14: Well there is no step 14, just finished

Post any further questions...

Hope I did not confuse you at all..