| 05-23-2006, 03:25 PM | #1 |
My question is simple. How do I create I unit removal System so that when I certain level starts the unit representing the Units in that particular level are removed. At first I tried using Player group selection however that didn't work I am trying Unit group Selection and here is the Action I am Using. Its tied in with my levels so i'm at a loss here so its not a problem with conditions or events Unit Group - Pick every unit in (Units in Unit level counter invulnerabillity <gen>) and do (Unit - Remove Bosscounter[HBossleveling] from the game) Units in Unit level counter invulnerabillity = Region where units are being selected Bosscounter = unit variable(9) array Levelcounter= Unit variable(58) array Hbossleveling = Integer The integers are set towards the level units hence the variables. I am trying to do this in as few triggers as possible but its not working. I need a little help here anyone have any ideas. |
| 05-23-2006, 03:27 PM | #2 |
I would probably create the units for a level with a specific custom value. Then when the level is over, remove all units on the map that have that level's custom value. Trigger: I just shoved in a random event and condition. I'm not sure what ends a level for you, but you can adjust those fields. Then after those units are removed, you'd create units for the next level, etc. Basically, what I'm suggesting is that you need some definitive way to determine what level each unit is in. Whether it be a custom value, a global integer just regulating the map level, whatever. Then when you group the units, check for that specific value and remove accordingly. |
| 05-24-2006, 10:18 PM | #3 |
Although that does seem like a good trigger Idea the problem is I use WC3:TFT and thus I don't have those actions within my editor. I already have A level counter using the same player on the leaderboard that I created and a message that tells the players that the level is coming, however I thought It would look cool to show the players what the actual units would look like and what type of armor they would have, how much hp they have and so on. This map is far from finished as I add remove and finalize my triggers,units and landscape. Hmm maybe I'll figure out a different system to accomplish what I want. ![]() |
| 05-26-2006, 07:40 AM | #4 | |
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Wait... I whipped up that demo trigger thing on the normal WE using TFT. Did you mean you don't use TFT or you do? |
| 05-26-2006, 11:14 PM | #5 | ||
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I have The Frozen Throne editor however I did not see those actions within the TFT editor that I have. I suspect that you used ROC because I checked and double checked and there is no "Loop Actions" action within the list that they give me considering that it loops by itself without and command to do so as long as the conditions and events are correct. I've highlighted the two actions that are not within the editor I use that came directly from the TFT CD that I bought. Quote:
Besides I think I may have a way around that little problem with a new system that I am setting up where the level Unit spawns before the round begins and this is removed 10 seconds before the round begins. That should be much easier than what I had before. |
| 05-26-2006, 11:30 PM | #6 |
They are in the editor, they are here: Click New action, you will see by default it starts as : Trigger: Do nothingClick where it says: -All And change it to Unit Group - (near the bottom) The action is there then. Set the criteria, by default it is: Trigger: Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
![]() Loop - ActionsTrigger: Instead of: |
| 05-27-2006, 12:11 AM | #7 |
You seem to have misunderstood me Here are the following things that I am either confused about or do not have in my editor. 1. ((Custom value of (Matching unit)) Equal to MapLevel)) and do (Actions) 2. Loop - Actions The first one needs little clarification if you use the variables that I supplied I would understand it a little better. I have searched for the second one many times and have realized that I do not need it. |
| 05-27-2006, 05:56 AM | #8 |
Loop - Actions automatically appears in GUI when you create a Unit Group - ... action. To find the custom value.. Here let me get the actual means. ![]() There, that explains how to find the custom value check in GUI for a unit group action. Somehow, I felt a screenshot would make more sense than anything I could say. :P |
| 05-27-2006, 05:39 PM | #9 |
It would if it showed up. Maybe its my comp at work but I cannot see the Screenshot EDIT: it was the computer I was on at the time I think considering I went to different comp at my Job and the screen shot showed up fine. I see what you mean Although I don't think i'm going to need it now. I've Implemented the system I talked about i'm going to test it tonight to see if it works properly now. Considering thats Number 1 on the list of glitch and balancing issues I have with this map atm. |
