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Multi Layer Psuedo Unit System

06-22-2007, 01:43 PM#1
TheSecretArts
Im working on a project where we need to be able to select infinite units. I was wondering that if we had invisible units that when units were organised into unit groups by class and if u select a class, it breaks it down ay type, would i be able to use that to circumvent wc3's selection system?
06-22-2007, 01:48 PM#2
blu_da_noob
Just as a warning, 'infinite' units might not be a good idea with the WC3 engine.

You're going to need to explain yourself better. How do you select this 'class' or 'type'. Are they 'dummy' units? How exactly is it going to 'break stuff down'?
06-23-2007, 10:59 PM#3
TheSecretArts
I guess i should explain myself more clearly with an example....

say you have 34 grunts and 26 headhunters and you wanted to order them all the move simultaneously rather than in sets of 12... you would select the all and you would see two icons... one that is a pseudo unit with the name Melee, and the other; Ranged... these would be the classes... say that you want to conserve your headhunteres so you click on the Melee button, now you would only have all melee units selected... then you would see a Pseudo Unit icon named Grunt... and this would be the second and final level... the type level. And say you went to attack, then all grunts would be ordered to attack

hope that explanation helped more
06-24-2007, 02:32 AM#4
TheSecretArts
any more clarification needed?
06-24-2007, 02:38 AM#5
Tide-Arc Ephemera
My comments usually sound obscurely odd/obvious.

Um... why don't you make a preset group of units which are called Ranged, Caster and Melee.

Each of them have several abilities.

1. Select
- A 1500 area of effect spell grabs all units of the type and adds them to a group.
2. Move
- Issues all the grabbed units to move to a point.
3. Attack Point
- Issues all the grabbed units to attack to target point.
4. Attack Unit
- Issues all the grabbed units to attack target unit
5. Stop
- Issues all the grabbed units to stop what they are doing
6. Dismiss
- Removes all grabbed units from the group.

That should clear it up. You'll need 3 unit group variables with array (with leaks) for that.

It should work...

*Edit - I made this scrappy and leaky system, but I hope it's what you're looking for. Just remember to clean it up...

BTW - I set it up only for melee units, you may want to expand it yourself.
Attached Files
File type: w3xGrabSystem1.0.w3x (26.9 KB)
06-24-2007, 02:41 AM#6
TheSecretArts
Ability selection = no, we (my team and I) need all units in selection box because they might wanna send everything.
06-24-2007, 03:23 AM#7
Tide-Arc Ephemera
Well bah poopies, I just made a quick system which can add multiple units... I decided to scrap the "overwrites" part because that took one line too many and removed versatility.

Anyway, I tried.

(It leaks)
06-24-2007, 03:25 AM#8
TheSecretArts
Well, thanks anyway, i was just asking if it was feasible to do this on a large scale map.
06-24-2007, 03:27 AM#9
Tide-Arc Ephemera
Well some guy made this game called "Age of Destruction" which didn't even get hosted past beta because of the steam-roller of DotA and somewhat Island Defense on USWest.

Maybe he could use the system...
06-24-2007, 03:29 AM#10
TheSecretArts
Well, when its finished, im gonna release it to the world! footmen wars rly needs this too!
06-24-2007, 05:04 AM#11
Tide-Arc Ephemera
You mean... My System - Leaks?

/me feels encouraged to brush up his system.