| 01-08-2003, 11:27 PM | #1 |
Ahoy! I was just passing by, but then decided to post a trigger that has been helping me for a lot of time so here it goes Create an array Unit variable called "Hero" and a unit group var. called "Heroes" Event: - A unit enters <Choose_character> (it's a region, duh) Actions: - Remove (Entering Unit) from the game - Create a <Character> for (Owner of entering unit) at <Region> facing... bla bla bla - Set (Hero[(Player Number of (Owner of (Entering Unit)))]) to (last created unit) - Add (Last created unit) to (Los Heroes) ... And whatever you want to do when choosing a character So, this is the way I keep all heroes in a group, so I can refer to all of them (for making comparissons for example, or cheking if the triggering unit is a hero) and still can reffer to each one of them. If you get somehow lost with this :abomHuh?:... ask someone else :abomHUH?: |
| 01-26-2003, 12:57 AM | #2 |
i would suggest instead using unit is attacked, kill attacker, create a unit of type of attacked unit needs no regions, and personally i like it better because u cant walk onto the wrong pad accidentally or anything |
| 01-26-2003, 02:28 PM | #3 |
plus the attacking way is easier! |
| 02-05-2003, 08:18 PM | #4 |
Thats not th epoint, the point was the variables, he just used the other stuff as an example |
