Jump to content

Recommended Posts

Posted

Heya,

 

In this tutorial I hope to show you how to make an advanced hero selection system in a step by step guide.

This one works via players clicking on heroes they wish to use as opposed to taverns or region methods.

 

I've tried to include as many pictures & samples as possible.

If you have any suggestions, recommendations or critiques, by all means tell me.

 

I'd Strongly Recommend first of, to download the sample map attached, to see how it works & looks ingame.

If you are already fairly experienced with the World Editor you could simply copy/paste across the system into your map & skip this tutorial.

It might however be a good idea, to read it anyways.

 

Contents

 

    * Globals

    * Dummy Units/Abilities

    * Terrain/Units/Rects

    * Player Teams

    * Cameras

    * Heroes Setup

    * Select Hero

    * Confirm Hero

    * Final Touches

 

 

 

Globals

 

Firstoff the dreaded global variables:

 

Globals.jpg

 

    * Boolean Array - This is so when a player has selected a Hero we can mark him as already having a hero, preventing him from slecting any more.

    * Unit Groups - A/B - These are there to groupup the heroes for selection purposes. We can detect if a player clicks on them, with necessary conditions

    * Unit Group - Used - This is used to store current Heroes that are selected by players and being considered for use. Stops a player snatching someone else players before he can confirm.

    * Player Groups - These are to group the players into their appropiate teams. Simplifies alot of things later on, which you'll see.

    * Unit Array - This is to store a players current hero he has selected. We use this to change the ownership/color of previous selected heroes back to normal when selecting a new hero

 

 

Dummy Units/Abilities

 

For the selection system, well need 1 dummy unit & 1 dummy ability.

I recommend basing these on the milita unit + the tornado slow aura ability.

 

Dummy Unit

- Will be used as fake unit sold on Heroes, to confirm/select that Hero.

- Will be used as a dummy to lock/rotate the camera around.

 

    * Add/replace invulnerable/locust abilities

    * Remove his shadow

    * Disable attacks

    * Remove his sound speed

    * Reduce Gold/Lumber/Food cost to 0

    * Alter his tooltips, something like:

      - Tooltip Basic - 'Select this Hero'

      - Tooltip Extended - 'Selects this Hero to fight for your cause.'

    * Give him an appropoate icon, I recommend MC's tick box icon

 

Unit.jpg

 

Selection Arrow Ability

This is very easy, only need to add 2 minor things:

 

    * Art target - Stop Sharing

    * Art target attachment point - Overhead

width=638 height=480http://i17.photobucket.com/albums/b53/elewin/Ability-1.jpg[/img]

 

Terrain/Units/Rects

 

Now we need to setup the terrain & the units, creating both a hero selection area & a base for each team.

 

Hero Selection Areas:

- All heroes should be computer ally player of team A/B, in this case player's 6/12.

- Place a milita unit in the center (more on that later).

 

width=543 height=480http://i17.photobucket.com/albums/b53/elewin/HA.jpg[/img]

width=594 height=480http://i17.photobucket.com/albums/b53/elewin/HB.jpg[/img]

 

Team Bases:

- Place a rect, where the heroes can teleport to after picking a hero.

 

width=505 height=480http://i17.photobucket.com/albums/b53/elewin/BA.jpg[/img]

width=527 height=480http://i17.photobucket.com/albums/b53/elewin/BB.jpg[/img]

 

Player Teams

 

Next we need to setup the teams, in this testmap/tutorial Iill be using 2 teams:

- Players 1-6 - (Player 6 being the computer ally)

- Players 7-12 - (Player 12 being the computer ally)

 

Here is a sample code on how I'd recommend going about this:

 

Init 2
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                For each (Integer B) from 1 to 12, do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Integer A) Less than 7
                                (Integer B) Less than 7
                            Then - Actions
                                Player - Make (Player((Integer A))) treat (Player((Integer B))) as an Ally with shared vision
                                Player - Make (Player((Integer B))) treat (Player((Integer A))) as an Ally with shared vision
                                Player Group - Add (Player((Integer A))) to ForceA
                            Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Integer A) Less than 7
                                (Integer B) Greater than 6
                            Then - Actions
                                Player - Make (Player((Integer A))) treat (Player((Integer B))) as an Enemy
                                Player - Make (Player((Integer B))) treat (Player((Integer A))) as an Enemy
                            Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Integer A) Greater than 6
                                (Integer B) Greater than 6
                            Then - Actions
                                Player - Make (Player((Integer A))) treat (Player((Integer B))) as an Ally with shared vision
                                Player - Make (Player((Integer B))) treat (Player((Integer A))) as an Ally with shared vision
                                Player Group - Add (Player((Integer A))) to ForceB
                            Else - Actions

 

 

Cameras

 

Would also be nice to setup a nice camera for each player:

 

Cameras:

 

    * Create a cinematic fade in for all players.

    * Move the camera for each team to their hero selection areas.

    * Lock the camera for each team onto that milita in their hero selection areas.

    * Rotate the camera for each team around that milita in their hero selection areas.

    * Disable user control.

 

 

Initz
    Events
        Map initialization
    Conditions
    Actions
        Cinematic - Fade in over 8.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        For each (Integer A) from 1 to 6, do (Actions)
            Loop - Actions
                Camera - Pan camera for (Player((Integer A))) to (Position of Selection Unit 0016 <gen>) over 0.00 seconds
                Camera - Lock camera target for (Player((Integer A))) to Selection Unit 0016 <gen>, offset by (0.00, 0.00) using Default rotation
                Camera - Rotate camera 720.00 degrees around (Position of Selection Unit 0016 <gen>) for Player 1 (Red) over 120.00 seconds
        For each (Integer A) from 7 to 12, do (Actions)
            Loop - Actions
                Camera - Pan camera for (Player((Integer A))) to (Position of Selection Unit 0028 <gen>) over 0.00 seconds
                Camera - Lock camera target for (Player((Integer A))) to Selection Unit 0028 <gen>, offset by (0.00, 0.00) using Default rotation
                Camera - Rotate camera 720.00 degrees around (Position of Selection Unit 0028 <gen>) for Player 1 (Red) over 120.00 seconds
Cinematic - Disable user control for (All players)

 

 

Heroes Setup

 

Prepare the Heroes:

 

    * Place heroes in their groups

    * Change color ro Black (Neutral color)

    * Disable attack/movement on all heroes

    * Reduce Skill Ponits to 0

    * Add Sell Units ability

    * Add Milita (Dummy Unit Selection) to stock

    * Make invulnerable

 

 

Unit Group - Add Paladin 0000 <gen> to GroupA
Unit Group - Add Blood Mage 0003 <gen> to GroupA
Unit Group - Add Keeper of the Grove 0004 <gen> to GroupA
Unit Group - Add Warden 0007 <gen> to GroupA
Unit Group - Add Demon Hunter 0006 <gen> to GroupA
Unit Group - Add Priestess of the Moon 0005 <gen> to GroupA
Unit Group - Add Archmage 0001 <gen> to GroupA
Unit Group - Add Mountain King 0002 <gen> to GroupA
--------   --------
Unit Group - Add Death Knight 0012 <gen> to GroupB
Unit Group - Add Shadow Hunter 0011 <gen> to GroupB
Unit Group - Add Far Seer 0009 <gen> to GroupB
Unit Group - Add Tauren Chieftain 0010 <gen> to GroupB
Unit Group - Add Blademaster 0008 <gen> to GroupB
Unit Group - Add Dreadlord 0014 <gen> to GroupB
Unit Group - Add Lich 0013 <gen> to GroupB
Unit Group - Add Crypt Lord 0015 <gen> to GroupB
--------   --------
Unit Group - Pick every unit in GroupA and do (Actions)
    Loop - Actions
        Unit - Change color of (Picked unit) to Black
        Hero - Modify unspent skill points of (Picked unit): Set to 0 points
        Custom script:   call UnitRemoveAbility(GetEnumUnit(),'Amov')
        Custom script:   call UnitRemoveAbility(GetEnumUnit(),'Aatk')
        Unit - Remove Shadow Meld from (Picked unit)
        Unit - Add Sell Units to (Picked unit)
        Neutral Building - Add Selection Unit to (Picked unit) with 1 in stock and a max stock of 1
        Unit - Make (Picked unit) Invulnerable
Unit Group - Pick every unit in GroupB and do (Actions)
    Loop - Actions
        Unit - Change color of (Picked unit) to Black
        Hero - Modify unspent skill points of (Picked unit): Set to 0 points
        Custom script:   call UnitRemoveAbility(GetEnumUnit(),'Amov')
        Custom script:   call UnitRemoveAbility(GetEnumUnit(),'Aatk')
        Unit - Add Sell Units to (Picked unit)
        Neutral Building - Add Selection Unit to (Picked unit) with 1 in stock and a max stock of 1
        Unit - Make (Picked unit) Invulnerable

 

 

Select Hero

 

Finally we are reaching the good stuff.

This code will handle players clicking on a hero.

For this we need:

 

    * Detect player unit selection.

    * Check the player hasnt already got a hero.

    * Check the hero isnt already being selected by another player.

    * Check the player is selecting from the right group of heroes.

    * Remove the selection arrow from the previously selected hero.

    * Change the previously selected hero back to computer ally.

    * Change the previously selected heroes color back to black.

    * Add the selection arrow to the new hero selected.

    * Change ownership of the newly selected hero, also changing color.

    * Set the newly selected hero as the players Selection

    * Add the hero to the used group, marking it as being used.

 

Select Hero
    Events
        Player - Player 1 (Red) Selects a unit
        Player - Player 2 (Blue) Selects a unit
        Player - Player 3 (Teal) Selects a unit
        Player - Player 4 (Purple) Selects a unit
        Player - Player 5 (Yellow) Selects a unit
        Player - Player 6 (Orange) Selects a unit
        Player - Player 7 (Green) Selects a unit
        Player - Player 8 (Pink) Selects a unit
        Player - Player 9 (Gray) Selects a unit
        Player - Player 10 (Light Blue) Selects a unit
        Player - Player 11 (Dark Green) Selects a unit
        Player - Player 12 (Brown) Selects a unit
    Conditions
        Finished[(Player number of (codeing player))] Equal to False
        ((codeing unit) is in Used) Equal to False
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((codeing player) is in ForceA) Equal to True
                ((codeing unit) is in GroupA) Equal to True
            Then - Actions
                Unit - Remove Selection Arrow  from Selected[(Player number of (codeing player))]
                Unit - Change ownership of Selected[(Player number of (codeing player))] to Player 6 (Orange) and Retain color
                Unit - Change color of Selected[(Player number of (codeing player))] to Black
                --------   --------
                Unit - Add Selection Arrow  to (codeing unit)
                Unit - Change ownership of (codeing unit) to (codeing player) and Change color
                Set Selected[(Player number of (codeing player))] = (codeing unit)
                Unit Group - Add (codeing unit) to Used
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((codeing player) is in ForceB) Equal to True
                ((codeing unit) is in GroupB) Equal to True
            Then - Actions
                Unit - Remove Selection Arrow  from Selected[(Player number of (codeing player))]
                Unit - Change ownership of Selected[(Player number of (codeing player))] to Player 12 (Brown) and Retain color
                Unit - Change color of Selected[(Player number of (codeing player))] to Black
                --------   --------
                Unit - Add Selection Arrow  to (codeing unit)
                Unit - Change ownership of (codeing unit) to (codeing player) and Change color
                Set Selected[(Player number of (codeing player))] = (codeing unit)
            Else - Actions

 

Confirm Hero

 

Nearly there. This code will handle players confirming their hero.

It will detect them 'buying' the fake selection unit, returning the selected hero back to normal & then lastly creating a fresh new hero at their teams base for them to use.

 

For this we need:

 

    * Detect unit being sold.

    * Check the unit being sold is the dummy selection unit.

    * Set the players boolean, marking him as having a hero (prevents him from picking any others).

    * As in the unit selection, remove the selection arrow from previous unit, change it back to computer ally & change its color to black.

    * Reset the players camera & move it to his team's base.

    * Create the hero he selected at his team's base for him.

    * Add a special effect onto the freshly created hero, I recommend tomb of retraining.

    * Select the newly created hero for him.

 

 

Confirm Hero
    Events
        Unit - A unit Sells a unit
    Conditions
        (Unit-type of (Sold unit)) Equal to Selection Unit
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Selling unit) is in GroupA) Equal to True
            Then - Actions
                Set Finished[(Player number of (codeing player))] = True
                Unit - Remove Selection Arrow  from (codeing unit)
                Unit - Change ownership of (codeing unit) to Player 6 (Orange) and Retain color
                Unit - Change color of (codeing unit) to Black
                Camera - Reset camera for (codeing player) to standard game-view over 0.00 seconds
                Camera - Pan camera for (codeing player) to (Center of BaseA <gen>) over 0.00 seconds
                Unit - Create 1 (Unit-type of (codeing unit)) for (codeing player) at (Center of BaseA <gen>) facing 0.00 degrees
                Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
                Selection - Select (Last created unit) for (codeing player)
                Game - Display to (All players) the text: ((Name of (codeing player)) + ( has chosen  + ((Proper name of (Last created unit)) + (, the  + (Name of (Last created unit))))))
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Selling unit) is in GroupB) Equal to True
            Then - Actions
                Set Finished[(Player number of (codeing player))] = True
                Unit - Remove Selection Arrow  from (codeing unit)
                Unit - Change ownership of (codeing unit) to Player 12 (Brown) and Retain color
                Unit - Change color of (codeing unit) to Black
                Camera - Reset camera for (codeing player) to standard game-view over 0.00 seconds
                Camera - Pan camera for (codeing player) to (Center of BaseA <gen>) over 0.00 seconds
                Unit - Create 1 (Unit-type of (codeing unit)) for (codeing player) at (Center of BaseB <gen>) facing 0.00 degrees
                Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
                Selection - Select (Last created unit) for (codeing player)
                Game - Display to (All players) the text: ((Name of (codeing player)) + ( has chosen  + ((Proper name of (codeing unit)) + (,  + (Name of (codeing unit))))))
            Else - Actions

 

Final Touches

 

As a small add-on I'd recommend adding a finishing touch to the Dummy Unit. in his Model File, change it to 'blank' / a 'space'.

This will make him invisible, in the editor hell show up as a green box, but ignore that.

 

width=640 height=210http://i17.photobucket.com/albums/b53/elewin/new2.jpg[/img]

new.jpg

 

Thats all folks, thx for reading this tutorial.

I hope you enjoyed it and learnt something from it.

 

HeroSelection.w3x.

 

CREDITS TO : FULLA

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...