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 Post subject: Pathing
PostPosted: November 25th, 2009, 2:46 am 
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Joined: October 16th, 2007, 7:32 pm
Posts: 327
Ok ive looked through this map 4 or 5 times now and it dosnt exist... How does the pathing work in this map?

Ive turned the map inside out looking for the pathing trigger...


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 Post subject: Re: Pathing
PostPosted: November 25th, 2009, 2:54 am 
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Joined: January 29th, 2009, 5:35 pm
Posts: 949
Location: Canada
Title: LHC
Spoiler:
Code:
function Trig_spnCreeps_Conditions takes nothing returns boolean
    if ( not ( udg_crepCount[udg_level] > 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_spnCreeps_Func002A takes nothing returns nothing
    set udg_l = GetUnitLoc(GetEnumUnit())
    call CreateNUnitsAtLoc( 1, udg_crepType[udg_level], Player(11), udg_l, bj_UNIT_FACING )
    call SetUnitInvulnerable( GetLastCreatedUnit(), true )
    call GroupAddUnitSimple( GetLastCreatedUnit(), udg_creeps )
    call SetUnitUserData( GetLastCreatedUnit(), GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit())) )
    call AddSpecialEffectTargetUnitBJ( "origin", GetLastCreatedUnit(), "Abilities\\Spells\\Human\\MassTeleport\\MassTeleportCaster.mdl" )
    call DestroyEffectBJ( GetLastCreatedEffectBJ() )
    call RemoveLocation(udg_l)
    set udg_l = GetRectCenter(udg_regFinish[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
    call IssuePointOrderLocBJ( GetLastCreatedUnit(), "move", udg_l )
    call RemoveLocation(udg_l)
endfunction

function Trig_spnCreeps_Actions takes nothing returns nothing
    set udg_ug = GetUnitsOfTypeIdAll('n000')
    call ForGroupBJ( udg_ug, function Trig_spnCreeps_Func002A )
    call DestroyGroup(udg_ug)
    set udg_crepCount[udg_level] = ( udg_crepCount[udg_level] - 1 )
endfunction

//===========================================================================
function InitTrig_spnCreeps takes nothing returns nothing
    set gg_trg_spnCreeps = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_spnCreeps, 0.75 )
    call TriggerAddCondition( gg_trg_spnCreeps, Condition( function Trig_spnCreeps_Conditions ) )
    call TriggerAddAction( gg_trg_spnCreeps, function Trig_spnCreeps_Actions )
endfunction


Pathing is specifically this:
Code:
    set udg_l = GetRectCenter(udg_regFinish[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
    call IssuePointOrderLocBJ( GetLastCreatedUnit(), "move", udg_l )

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 Post subject: Re: Pathing
PostPosted: November 25th, 2009, 4:29 am 
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Joined: October 16th, 2007, 7:32 pm
Posts: 327
Nope play the map, they fallow an entire pathing, that trigger creates the unit and orders him to move to l. l if you look at the map is the last region for each player, so somehow the units move around the path with only having that, theres no pathing blockers theres only 12 regions 10 ends and 2 remove Invulnerability
Code:
Jass form - set udg_l = GetRectCenter(udg_regFinish[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
GUI Form - Set l = (Center of regFinish[(Player number of (Owner of (Picked unit)))])


Heres the trigger you posted in the form it is in the map. See it dosn't make the 14 movements that the units make
Spoiler:
Code:
spnCreeps
    Events
        Time - Every 0.75 seconds of game time
    Conditions
        crepCount[level] Greater than 0
    Actions
        Set ug = (Units of type DoomBringers Portal)
        Unit Group - Pick every unit in ug and do (Actions)
            Loop - Actions
                Set l = (Position of (Picked unit))
                Unit - Create 1 crepType[level] for Player 12 (Brown) at l facing Default building facing degrees
                Unit - Make (Last created unit) Invulnerable
                Unit Group - Add (Last created unit) to creeps
                Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Picked unit)))
                Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
                Special Effect - Destroy (Last created special effect)
                Custom script:   call RemoveLocation(udg_l)
                Set l = (Center of regFinish[(Player number of (Owner of (Picked unit)))])
                Unit - Order (Last created unit) to Move To l
                Custom script:   call RemoveLocation(udg_l)
        Custom script:   call DestroyGroup(udg_ug)
        Set crepCount[level] = (crepCount[level] - 1)


Edit: There are 10 Pathing blockers 1 per player, So one per path 14 moves per path WTF? How does this work...


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