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hey i made a maze and well i have 2 questions 1 is that i have a few areas were its a circle were 4 points spawn blade masters and they walk around but during the game they all like move around and evry thing so 1 side has all of em and i was wonderin how i can fix it so they walk simultoanesly and u kno theyr not all bunched 2gether and my 2nd question is that ive heard of some death triggers from clan ttg that r like normal regioning around path u kno only instead of using path it like just a unit enters terrain and they die instead of doin all the regioning and i heard it causes alot of lag but i dont kno how to do it so can ya help me
guys
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hey i made a maze and well i have 2 questions 1 is that i have a few areas were its a circle were 4 points spawn blade masters and they walk around but during the game they all like move around and evry thing so 1 side has all of em and i was wonderin how i can fix it so they walk simultoanesly and u kno theyr not all bunched 2gether and my 2nd question is that ive heard of some death triggers from clan ttg that r like normal regioning around path u kno only instead of using path it like just a unit enters terrain and they die instead of doin all the regioning and i heard it causes alot of lag but i dont kno how to do it so can ya help me
guys
... I don't know whether this will work, but I'll try.
Variables:
Blademaster_t as Integer (stores a parameter for mathematical manipulation)
Blademaster as Unit array length 4 (stores the Blademasters)
Blademaster_timer as Countdown Timer (stores the timer)
I will assume that the radius is 800 units (i.e., a normal Ranged hero's range).
Trigger 1 Event: When you want the Blademasters to start moving
Action:
Set [Blademaster[0]] = [Select first Blademaster]
Set [Blademaster[1]] = [Select second Blademaster]
Set [Blademaster[2]] = [Select third Blademaster]
Set [Blademaster[3]] = [Select fourth Blademaster]
Set [Blademaster_t[0]] = [0]
Set [Blademaster_t[1]] = [90]
Set [Blademaster_t[2]] = [180]
Set [Blademaster_t[3]] = [270]
Countdown Timer - Start [Blademaster_timer] as a countdown timer that is a [repeating] timer that expires after [I don't know what value to put here. But you should adjust this value accordingly while trying. Try 1 second first.] seconds.
Action:
For each Integer A from 0 to 3 Do Multiple actions
Set [Blademaster_t[Integer A]] = [[Blademaster_t[Integer A]] + [1]]
Unit - Order [Blademaster[Integer A]] to move to [Unit - Position with polar co-ordinates ([800],[Blademaster_t[Integer A]])]
This might cause a lot of lag, especially if the timer is set to expire in a short time. You can modify the increment by, say, 2° instead of 1° as it does in the second trigger to slow down the lag, but even then, I'm not sure how it will work.
If it doesn't work, tell me - I'l fix this. It's Mathematics, after all.*
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Ok I'll give you a stencil of the trigger for the terrain, not 100% it would work cuz i never use that, but hey, try it out;
Event- Every (.5) Seconds
Conditions- NONE
Actions- Pick every unit in (Units Matching Condition(Terrain Type at (Position of (Matching Unit) equal to (Whatever terrain you want) and do
(Kill Picked Unit)
---> See the problem i have with that one is that if someones really, one lucky bird might get on the terrain and get off fast enuf, lol, and another thing is i think this wud lag after a while....
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Ok I'll give you a stencil of the trigger for the terrain, not 100% it would work cuz i never use that, but hey, try it out;
Event- Every (.5) Seconds
Conditions- NONE
Actions- Pick every unit in (Units Matching Condition(Terrain Type at (Position of (Matching Unit) equal to (Whatever terrain you want) and do
(Kill Picked Unit)
---> See the problem i have with that one is that if someones really, one lucky bird might get on the terrain and get off fast enuf, lol, and another thing is i think this wud lag after a while....
If you pick all the units and add them to a Unit Group variable beforehand, you can kill them, right?*
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beforehand as in before the entire trigger? or before that action? Before the trigger you'd just be killing everyone,and yu'd constantly have to be adding and removing them from the group,
before the action, yah that wud probly work even better, but yu'd have to do it in custum text cuz yu need local variables...
__________________ ... Playa's Up to: An RPG that'll actually finish :bouncy
Or this would work... region off what you want ppl to touch to die then
Event
Unit Enters a Reigon
Conditions
Unit owned by playing player.
Action
Kill entering unit
Or this would work... region off what you want ppl to touch to die then
Event
Unit Enters a Reigon
Conditions
Unit owned by playing player.
Action
Kill entering unit
yes but he's trying 2 minimize the number of triggers/steps to take. He's not after a region in particular but ALL of the matching terrain, just like a BOUND game
__________________ ... Playa's Up to: An RPG that'll actually finish :bouncy