Creep Invasions, and Creep Migration -1 reply

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mswolfe

I hear voices in my head.....

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21st July 2006

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#1 12 years ago

I'm trying to set up normal maps to include special sets of triggers that would start large-scale movements by groups of creeps. Please tell me if you think either of these ideas would work.

For example, if a game takes a long time, say over 3-4 hours (the invasion would be sort of a punishment for dragging it out that long) then a large group of creeps, such as Drakes and a few Dragons, would spawn at a random clearing at the edge of a map and would attack-move to a clearing at another edge of the map, where they would disappear.

If a player is unfortunate enough to be in the path of these invaders without enough defenses to hold them off, then thats their fault for playing so fricking long without setting up enough defenders.

My second idea is for groups of the non-hostile creeps, such as seals or deer depending on the map type, to periodically move throughout a map. In order to simulate basic animal instincts, the animals will not approach any spawning spots, but will move around in the normal creep areas.

Would it be possible to set up triggers for either, if not both of these concepts, and if so, how would I go about doing it?




Eleandor

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27th July 2004

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#2 12 years ago

as I don't have WE installed at the moment, I can't go check for exact event/conditions/actions, but anyways:

Events: Ellapsed game time = 180 minutes (real time!) conditions: none actions: create 10 dragons at random point in playable map

* NOTE: as you want them to spawn at the edge of the map, I'd say draw 4 regions (one at each border of the map). also create a variable (called "region"), which is a regionvariable, which starts at 'empty' and has 4 possible indexes). create another variable called "randomedgeregion', which is also a region variable, empty, and no index

at "map initialization" the following actions should be added: set variable - region[1] to (the name you gave the first of the 4 drawed regions) copy this event too for the other 3 regions (don't forget changing he index of the region variable to 2, 3 or 4) set variable - randomedgeregion to region[random integer from 1 to 4)

then you should still change the action at your first trigger (top of this post" to create 10 dragons at random point in randomedgeregion

since it's thundering here, I'm shutting down the pc now... will try answring your other question later... bye




mswolfe

I hear voices in my head.....

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21st July 2006

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#3 12 years ago

Thank you for the suggestions, I'm trying them out right now.

:bows:




Eleandor

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#4 12 years ago

ok I'm back...

for the second idea:

Trigger 1 --------- Events: every 10 seconds actions: unit group - order units owned by player - neutral (no the hostile one, but I forgot the name...) to move to random point in playable map area

trigger 2: (you should draw regions arround the creep camps, as well as the starting locations, since there is a chance that either a player is playing, or a creep camp is still there, since a player is NOt playing) --------- events: unit enters region "Creepcamp1" copy paste this event for all regions ocnditions: owner of unit equal to player neutral passive (yes, got it now: it's neutral passive ;) ) actions: unit - order entering unit to move to random point in region

NOTE: I don't know what you mean with spawning points and normal creep areas. do you mean the edges like at the other trigger? in that case, you should not have drawed these regions, and instead change the events into "unit enters region1 ", 2, 3 or 4...

I hope I made myself clear more or less... it's quite difficult to do this as a non native speaker without WE installed atm ;)




mswolfe

I hear voices in my head.....

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21st July 2006

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#5 12 years ago

Thank you, thank you, thank you!!

Eleandor NOTE: I don't know what you mean with spawning points and normal creep areas. do you mean the edges like at the other trigger? in that case, you should not have drawed these regions, and instead change the events into "unit enters region1 ", 2, 3 or 4...

To answer this, by spawn points, I meant any of the areas that a player will spawn at on map initialization. So, basically, I meant those areas that the World Editor indicates with a revolving colored circle made up of outwards-facing arrows (or at least that's what it looks like).

Thanks for all the help you've given me already. When I finally finish what I'm working on, I'll pay tribute to you in the quests log.




Eleandor

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#6 12 years ago

in that case, just do the same, but draw regions at the spawning points,instead of using the edge regions. however, when a spawning point is not used because the player is not playing, then there will probably be a creep camp anyway, where the neutral creeps won't enter anyway.... when WE is installed here, I'll make some real work from this :)

and there's no need to pay tribute if you don't wanna ;)