| 07-02-2002, 06:20 PM | #1 |
Guest | hey guys, got another challenge out there for ya. How do you modify a map so that having multiple heroes does NOT decrease the experience gained by each hero? |
| 07-02-2002, 10:00 PM | #2 |
Guest | i'm sure you could do a work around with triggers. But i dont think you can actually take that out of the game. |
| 07-03-2002, 04:17 AM | #3 |
Couple trigger possibilities: 1. Detect whenever a hero kills a unit, and set every other heroes xp to his xp. 2. Make all units worth twice or three times their normal value. 3. Make twice or three times value, but then setup triggers to detect when a unit is killed and subtract xp based on how many heroes you have. (So take away 1/3 of xp gained if there are only 2 out of 3 heroes) |
| 07-03-2002, 06:22 PM | #4 |
Guest | A couple problems with those 1) Considering that only heros within a certain radius get the xp, therefore affect the xp penalty. So if they all go together you end up with all hero's getting the same smaller amount of xp as normal. Or you can be cheap and only creep with one hero, leaving one or two for base defense, and all of them get full xp. 2) That only works assuming that there will be 2/3 times as many hero's out creeping, if there is only one he'll just level up Damn fast. 3) This one has the same problems as the first basically. What I would do (depending on the type of map) is create a bunch of regions, all the same size (around 3/4ths the radius for xp gain distance). 3 regions per player available by map. Then whenever a hero gets created you make one of the regions stay centered in it. Whenever that hero gets xp, you count the number of heros in the region, and then work out the giving of proper xp from there. It wouldn't be the easiest trigger to make, but it would basically generate the right effect... |
| 07-03-2002, 07:41 PM | #5 |
Life101's suggestion is better but it can be optimized a little. Only make 1 region. Then setup a trigger to detect when a hero kills a unit, THEN center the region on him, count heroes, calculate xp, etc. Much less of a pain than setting up like 36 locations for 12 players :p |
| 07-03-2002, 10:46 PM | #6 |
Yeah, but it then may create an endless loop if two heroes are sharing their regions. 1-Hero A kills creep. Hero A gets xp. 2-Since Hero B is on Hero A area, it will also get a Hero A xp. 3-Since Hero A is on Hero B area, it will also get a Hero B xp. . . . Loop.... I'm not sure, as I don't know how the "Get Xp" is triggered. |
| 07-04-2002, 12:28 AM | #7 |
This is not working nice, but i guess i'm on the right path. The key is to use: Hero - Set Experience Rate (1+number of heroes on the "dying-moved region") |
| 07-04-2002, 08:28 AM | #8 |
Not sure how you're getting an infinite loop. If you put it all in one trigger there's no chance of it anyway cuz they can't run simultaneously. |
| 07-05-2002, 06:39 AM | #9 |
I did it. It has a small problem coz blizz rounds xp down, so whenever you got a 100 xp / 3 heroes, heach hero would get 33 xp, not 33,333... When i use my trigger it just makes 300% * 33, wich turns to be 99, not 100 as it should be. Here we go: |
| 07-07-2002, 08:48 PM | #10 |
Guest | w00t thx. |
| 07-07-2002, 10:29 PM | #11 |
Blackdick: Whoa, I feel like a moron. Owner of triggering unit works in an event? Got to experiment with this.... |
| 07-08-2002, 05:11 PM | #12 |
Guest | hey, blackdick, sorry, but your trigger isn't working for some reason. to test, i placed all 12 heroes on the map you gave me and used them to kill an expansion group of creeps. Normally, with just one hero it would bring them to around 99% of the way to lvl 2, right? But it didn't. so... any ideas why it's not working? Any other ideas from other people? |
| 07-09-2002, 12:05 AM | #13 |
Guest | i got it to work. basically, the problem is that creeps are not regarded as "enemy" units but as neutral units. therefore, creeps need a separate trigger. |
