I am very close to releasing my new map speed D. Or the beta at least. But i don't want people blocking and cheating and things like that. I would like to know how to make an anti block With rather a unit, or with just triggers.
Line Tower Wars had a simple approach, a unit that runs through your Maze, and if it stops for too long, it attacks the tower, stops attacking and continues to move throughout the maze.
Yes. Pshyched has the right idea. When a person tries to make the units trying to get through not be able to get through. Could some1 please let me know how you make the unit do that? Ty for all help :)
The idea of the unit anti blocker doesn't work. A person can just build/sell.
Try using A* Pathing Algorithm. If there is no path between 2 points, then the path is blocked.
Umm. How would that not work? And also, i don't know how to do that pathing thing. Could you specify( Maybe give the actual trigger stuff) of what i'm supposed to do. Sorry for misunderstanding
Umm. How would that not work? And also, i don't know how to do that pathing thing. Could you specify( Maybe give the actual trigger stuff) of what i'm supposed to do. Sorry for misunderstanding
Since no one answered, I'm guessing i'm not being understood. So I just don't know how to set up this A* pathing algorithm. And I was actually planning on using what pshyched was talking about, but i didn't know how to set that up either. So, i am really just asking if anyone has the trigger set up for either of these(or anything that would work for my TD) .
There's a quite simple solution for this that instantly destroys any construction that would block the monster's path.
Make a trigger that somehow looks like this:
EventsUnit-AnyUnitconstructionprogressisStartedConditionsOrConditions(Pathingcostbetween(Centerofspawnpoint1)and(CenterofFinish))==65536(Pathingcostbetween(Centerofspawnpoint2)and(CenterofFinish))==65536//and so on for each spawnpoint or other point the units have to run through//More complicated ways of course need all their waypoints being linked where a player could block betweenActionsUnit-Kill(Triggeringprogressunit)Player-Modifyplayer(Ownerof(Triggeringprogressunit))Minerals:Add(Mineralscostof(Unittypeof(Triggeringprogressunit)))UI-Display"Don't block!"for(Playergroup((Ownerof(Triggeringprogressunit))))toSubtitlearea
There's a quite simple solution for this that instantly destroys any construction that would block the monster's path. Make a trigger that somehow looks like this:
Yes it should work then. The condition checks if point 2 is reachable by ground units from point 1, so if you connect all your waypoints with this conditions, everytime a building is trying to build that would block the units from point 1 to reach point 2, the building is destroyed.
Yes it should work then. The condition checks if point 2 is reachable by ground units from point 1, so if you connect all your waypoints with this conditions, everytime a building is trying to build that would block the units from point 1 to reach point 2, the building is destroyed.
Well. It didn't work :(. I made sure that i copies everything correctly, and i made sure the points were correct and everyhing. Now, i don't know what those numbers are, so is that it? Sorry, I just don't understand that part with the numbers.
The function AI pathing cost returns some number of the path is impossible (I think it's -1, although I am not 100% sure).
Whenever you start making a unit, you are checking the pathing cost. This is how far a unit has to travel to get from point A to point B. If point A is the first part of your maze and point B is the end. If the pathing cost returns -1 (or whatever number it is, I forget) then there is something in the way. Try it with -1 instead of 65536.
If that still doesn't work, take a screenshot of your trigger and post it here.
The function AI pathing cost returns some number of the path is impossible (I think it's -1, although I am not 100% sure).
Whenever you start making a unit, you are checking the pathing cost. This is how far a unit has to travel to get from point A to point B. If point A is the first part of your maze and point B is the end. If the pathing cost returns -1 (or whatever number it is, I forget) then there is something in the way. Try it with -1 instead of 65536.
If that still doesn't work, take a screenshot of your trigger and post it here.
Look. It didn't work and i don't rlly know how to put on screen shots to mapster.(Something with attachments and browsing. Yes, i know. Embarrasing.) But I have sparked an idea. Would this trigger work for a unit that runs through the lane.
event: anti block unit uses the stop ability
action: Order anti block unit to attack
wait 3 seconds
order anti block unit to move to end region (replacing existing orders)
So, everytime the anti block unit is stopped becuase he's being blocked, it would attack!
Hmm. I don't know if that would work. I mean, it should work. But the thing might attack the wrong unit or building. Are you sure you can't just post a screenshot though? You just click "attach" in the corner of your post.
Also, I double checked and it does look like 65536 is the return value for an unpathable route.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Well, When i used 65536 in value and custom script, it didn't work. I used the spawn region and end region as the regions, and i copied everything else and it did not work. I'm trying the unit thing now to see if it works.
Yea. I meant i checked to make sure that my towers had 2v2 not 2v2(contour)
I checked everything that could've gone wrong. I'm stumped on what to do that this point.
Let me know if anyone has any other suggestions.
I am very close to releasing my new map speed D. Or the beta at least. But i don't want people blocking and cheating and things like that. I would like to know how to make an anti block With rather a unit, or with just triggers.
@littlefury916: Go
Do you mean like for example in a Tower Defense, stopping people making a wall? Obstructing units walking through. That sort of thing?
Line Tower Wars had a simple approach, a unit that runs through your Maze, and if it stops for too long, it attacks the tower, stops attacking and continues to move throughout the maze.
@Pshyched: Go
Yes. Pshyched has the right idea. When a person tries to make the units trying to get through not be able to get through. Could some1 please let me know how you make the unit do that? Ty for all help :)
The idea of the unit anti blocker doesn't work. A person can just build/sell.
Try using A* Pathing Algorithm. If there is no path between 2 points, then the path is blocked.
Umm. How would that not work? And also, i don't know how to do that pathing thing. Could you specify( Maybe give the actual trigger stuff) of what i'm supposed to do. Sorry for misunderstanding
Since no one answered, I'm guessing i'm not being understood. So I just don't know how to set up this A* pathing algorithm. And I was actually planning on using what pshyched was talking about, but i didn't know how to set that up either. So, i am really just asking if anyone has the trigger set up for either of these(or anything that would work for my TD) .
There's a quite simple solution for this that instantly destroys any construction that would block the monster's path. Make a trigger that somehow looks like this:
So if i copy that , then it should work? I just don't get some of it. :P
Yes it should work then. The condition checks if point 2 is reachable by ground units from point 1, so if you connect all your waypoints with this conditions, everytime a building is trying to build that would block the units from point 1 to reach point 2, the building is destroyed.
Well. It didn't work :(. I made sure that i copies everything correctly, and i made sure the points were correct and everyhing. Now, i don't know what those numbers are, so is that it? Sorry, I just don't understand that part with the numbers.
@littlefury916: Go
The function AI pathing cost returns some number of the path is impossible (I think it's -1, although I am not 100% sure).
Whenever you start making a unit, you are checking the pathing cost. This is how far a unit has to travel to get from point A to point B. If point A is the first part of your maze and point B is the end. If the pathing cost returns -1 (or whatever number it is, I forget) then there is something in the way. Try it with -1 instead of 65536.
If that still doesn't work, take a screenshot of your trigger and post it here.
Look. It didn't work and i don't rlly know how to put on screen shots to mapster.(Something with attachments and browsing. Yes, i know. Embarrasing.) But I have sparked an idea. Would this trigger work for a unit that runs through the lane.
event: anti block unit uses the stop ability
action: Order anti block unit to attack
wait 3 seconds
order anti block unit to move to end region (replacing existing orders)
So, everytime the anti block unit is stopped becuase he's being blocked, it would attack!
@littlefury916: Go
Hmm. I don't know if that would work. I mean, it should work. But the thing might attack the wrong unit or building. Are you sure you can't just post a screenshot though? You just click "attach" in the corner of your post.
Also, I double checked and it does look like 65536 is the return value for an unpathable route.
@zeldarules28: Go
Well, When i used 65536 in value and custom script, it didn't work. I used the spawn region and end region as the regions, and i copied everything else and it did not work. I'm trying the unit thing now to see if it works.
EDIT:
source
I guess that's the problem.
Look. it didn't work, so i'll just post exactly what i have on my trigger screen.
Events: Any unit construction progress is started \ condtions: or:
condtions: Pathing cost between ( center of p1 & p2 spawn point) and (center of p1 & p2 end point) == 65536
I have 3 other lanes that have the same thing but with different regions
action:
Unit - remove (triggering progress unit) from the game.
Player: modify (owner of (triggering process unit)) minerals: add (minerals cost of (unit type of ( triggering process unit)))
UI: display "don't block" for (player group(( owner of ( triggering process unit))) to subltitle area.
No, i did not just copy all this from the thing above.
Hmm. Talon. I'll try that. :D
My tower was alrdy a footprint 2v2. Uless it has to be 1v1, which i don't understand why it would have to be 1v1.
@littlefury916: Go
Well then you want it to be 2x2 NOT 2x2 (contour)
Yea. I meant i checked to make sure that my towers had 2v2 not 2v2(contour) I checked everything that could've gone wrong. I'm stumped on what to do that this point. Let me know if anyone has any other suggestions.
Littlefury
code: 288