Pathing

General talk about editing, cheating, and deprotecting maps.

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Black-Hole
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Posts: 315
Joined: October 16th, 2007, 7:32 pm

Pathing

Post by Black-Hole »

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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Ken
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Re: Pathing

Post by Ken »

Spoiler:

Code: Select all

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: Select all

    set udg_l = GetRectCenter(udg_regFinish[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
    call IssuePointOrderLocBJ( GetLastCreatedUnit(), "move", udg_l )
Spoiler:
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Ozzapoo wrote:We laughed, we cried. Trashed.
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FatherSpace: ...
FatherSpace: So monogamy is your enemy?
Bartimaeus: Hmm, well, I hope my sister hasn't been kidnapped.
FatherSpace: What happened, Bart?
Bartimaeus: She walked out of the house saying that she was going over to some friends, and it's been like two hours, and my mom is trying to get a hold of her, which she's been unable to.
Bartimaeus: I can also hear three car alarms going off.
GeorgeMots: how old is she?
Bartimaeus: I haven't a clue. Probably 17.
UndeadxAssassin: wut
AbusivePie: You don't know how old your sister is?
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UndeadxAssassin: Epic fail
GeorgeMots: is she cute??
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UndeadxAssassin: If I thought of a random one...
UndeadxAssassin: Like....
UndeadxAssassin: I'll get back to you on that
Black-Hole
Forum Fanatic
Posts: 315
Joined: October 16th, 2007, 7:32 pm

Re: Pathing

Post by Black-Hole »

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: Select all

 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: Select all

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...