Team 1 and Team 2 are enemies on opposite sides of the map. What's the correct triggers lineup for sending out attack waves from team AI where by the waves spawn and go in all directions to fight in the middle of the map. I don't want them running down in a line. Want all the spawn units to shoot out at random angles from both teams spawn point toward the centerish of the map to fight all over the map.
And I did not answer this topic, because I did not really understand the question. Your second comment provided clarification. It all depends on what you need to end up with.
Let's make it hard.
Player 1 and Player 2. Player 2 should constantly produce units (I think it's better to give this to AI) and attack around the map.
1. Player 2 can collect produced units somewhere in one region or in one of several regions. After a certain time, we will pick up our units from there and send them to attack.
2. Can be done differently. When a unit is produced, it is located near the producing building. We can just choose a region with a building in the center.
3. Or even easier, create a player region 2. From where we pick up all the units to attack.
The attack can be done in several ways.
Or choose a random point on the map. But there is no guarantee that there will be player 1. Or immediately on the second player.
Or more difficult: - Let's create several attack regions. And write them into an array (needed for random selection, where region index = random number). - As you wrote, we choose a random time, for example, from 60 to 120 seconds. - We start the timer and set this time. - After the timer expires, we pick up the units and take them to the attack in a random attack region (choose a random number from the region's indices, you know the number of regions). - Don't forget to restart the timer - Units will reach the region. We need another trigger with the "Someone entered the region" event. - When the units arrived in the attack region, now we again select all units from there and send them either to another attack region, or directly to player 1, or to a random point on the map (minus the region of player 2 and player 1). By the way, there can be all three choices. We just deal with them using a random number from 1 to 3.
Options: - You can send units to attack points, saving units in an array. Then run through the array and set either a new direction of attack, or a patrol. - It is possible to create multiple regions from player 2 centered on player 2's base. The regions will have different radius and units will have to patrol/attack a random point in the region with a small radius first. Then with the middle one. Then with a big one. And then on to the enemy. At what it is possible how to save units in an array and sort through the array. So do without it. For example: * Region 1 - player 2's base with a radius of 20. * Region 2 - player 2's base with a radius of 40s. * Region 3 - player 2's base with a radius of 60. * Region 4 - Player 2's base with a radius of 80. * Region 5 - player 1 base (opponent) * First send units from region 1 to region 2. * Then after some time from region 2 to region 3, and new units from the base to region 2. * With this, region 2 will be located as region 2 minus region 1. Etc. So it will be possible to allocate the necessary units from the desired region.
5) I think micky mouse this one. It kind of works in a retarded way but very unbalanced at many points in the map. I tested 12 sets of spawn for one team all different points. Action, UnitCreate + Random Angle, Unit Group Issue Order issue order to Region in top middle of map, then the unit group heads to attack the base. I added a wait(randomFixed(1.0.5.0))c_timeGame for spawning units. I think the proper way to test is what you posted "attack points, saving units in an array" in the other thread.
I need to learn how to create that setup with an Array to test. I just wanted to expand and include my intent. I want the units to spawn, spread out moving to the other side of the map in attack mode attacking the opposing wave and other player hero's and unto the base. Tug of War Wave.
Forgot to add I think it should be AI as well running the waves. I could never get the waves to branch out when I tried it. They just go in a line from point to waypoint to target...so I reverted to the Group trigger. Possible to run the Tug of war with Units Branching out with AI?
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Hey guys. Trigger Question.
Team 1 and Team 2 are enemies on opposite sides of the map. What's the correct triggers lineup for sending out attack waves from team AI where by the waves spawn and go in all directions to fight in the middle of the map. I don't want them running down in a line. Want all the spawn units to shoot out at random angles from both teams spawn point toward the centerish of the map to fight all over the map.
I made unit groups with Issue Orders with added random fixed wait times on both sides for spawning. Seems to do the trick.
And I did not answer this topic, because I did not really understand the question. Your second comment provided clarification.
It all depends on what you need to end up with.
Let's make it hard.
Player 1 and Player 2.
Player 2 should constantly produce units (I think it's better to give this to AI) and attack around the map.
1. Player 2 can collect produced units somewhere in one region or in one of several regions. After a certain time, we will pick up our units from there and send them to attack.
2. Can be done differently. When a unit is produced, it is located near the producing building. We can just choose a region with a building in the center.
3. Or even easier, create a player region 2. From where we pick up all the units to attack.
The attack can be done in several ways.
Or choose a random point on the map. But there is no guarantee that there will be player 1.
Or immediately on the second player.
Or more difficult:
- Let's create several attack regions. And write them into an array (needed for random selection, where region index = random number).
- As you wrote, we choose a random time, for example, from 60 to 120 seconds.
- We start the timer and set this time.
- After the timer expires, we pick up the units and take them to the attack in a random attack region (choose a random number from the region's indices, you know the number of regions).
- Don't forget to restart the timer
- Units will reach the region. We need another trigger with the "Someone entered the region" event.
- When the units arrived in the attack region, now we again select all units from there and send them either to another attack region, or directly to player 1, or to a random point on the map (minus the region of player 2 and player 1). By the way, there can be all three choices. We just deal with them using a random number from 1 to 3.
Options:
- You can send units to attack points, saving units in an array. Then run through the array and set either a new direction of attack, or a patrol.
- It is possible to create multiple regions from player 2 centered on player 2's base. The regions will have different radius and units will have to patrol/attack a random point in the region with a small radius first. Then with the middle one. Then with a big one. And then on to the enemy. At what it is possible how to save units in an array and sort through the array. So do without it. For example:
* Region 1 - player 2's base with a radius of 20.
* Region 2 - player 2's base with a radius of 40s.
* Region 3 - player 2's base with a radius of 60.
* Region 4 - Player 2's base with a radius of 80.
* Region 5 - player 1 base (opponent)
* First send units from region 1 to region 2.
* Then after some time from region 2 to region 3, and new units from the base to region 2.
* With this, region 2 will be located as region 2 minus region 1. Etc. So it will be possible to allocate the necessary units from the desired region.
In reply to qmax2250:
COPY PASTA from the other thread:
Tug of War Spawn Waves
I need to learn how to create that setup with an Array to test. I just wanted to expand and include my intent. I want the units to spawn, spread out moving to the other side of the map in attack mode attacking the opposing wave and other player hero's and unto the base. Tug of War Wave.
In reply to qmax2250:
Forgot to add I think it should be AI as well running the waves. I could never get the waves to branch out when I tried it. They just go in a line from point to waypoint to target...so I reverted to the Group trigger. Possible to run the Tug of war with Units Branching out with AI?