[Гайд] Создаем карту с раундами и волнами мобов

Chernobl

Новичок
6 Апр 2020
5
0
@Chernobl, я тоже сначала подумал что опечатка или еще что. Проверил он есть.
Если я правильно понимаю, то если закоментировать строку unit:SetInitialGoalEntity( waypoint ), то нейтралы все равно должны появится в spawnerino. Но их нет, как и никаких ошибок в консоли=)
П.с уже подумал попробовать по видео сделать.
Проверь ещё следующее
Я выше писал, что событие GameMode:OnGameInProgress() -не работает от слова совсем. То есть оно в него совсем не заходит

Вместо него нужно использовать
GameMode:OnGameRulesStateChange(keys)
 

Дикий Пёс

Друзья CG
28 Июн 2017
411
96
Проект
Petri Reborn
[U]Chernobl,[/U] я тоже сначала подумал что опечатка или еще что. Проверил он есть.
Если я правильно понимаю, то если закоментировать строку unit:SetInitialGoalEntity( waypoint ), то нейтралы все равно должны появится в spawnerino. Но их нет, как и никаких ошибок в консоли=)
П.с уже подумал попробовать по видео сделать.

Посмотреть вложение 958
ало, я тебе ответил у тебя название юнита написано не как строка, а как название переменной которая у тебя не объявлена, пропиши название юнита в кавычки
'npc_dota_creep_badguys_melee' в кавычки
 

mka

Новичок
27 Апр 2020
4
0
Дикий Пёс
ой я слепой, спасибо. Кавычки помогли. Гайд рабочий подтверждаю, сам дурак=)
Только вопрос еще, почему дублируется?
1588062922182.png
 

Chernobl

Новичок
6 Апр 2020
5
0
Дикий Пёс
ой я слепой, спасибо. Кавычки помогли. Гайд рабочий подтверждаю, сам дурак=)
Только вопрос еще, почему дублируется?
Посмотреть вложение 961
Судя по тому как всё чиниться в кастомке, сделай таймер перед выводом сообщений, мб поможет)
 

SH4R1K

Пользователь
23 Сен 2018
41
0
Проект
Save the treant
Вечер добрый, баг с замедленными лайновыми крипами фиксится при помощи замены BaseClass крипа на "npc_dota_creep"

Пишу именно сюда, т.к. сам пару дней искал информацию о том, как пофиксить. Может быть кому-то это поможет
 

vulkantsk

Супермодератор
Команда форума
21 Июн 2017
1,137
196
www.dotabuff.com
Проект
Roshan defense
Вечер добрый, баг с замедленными лайновыми крипами фиксится при помощи замены BaseClass крипа на "npc_dota_creep"

Пишу именно сюда, т.к. сам пару дней искал информацию о том, как пофиксить. Может быть кому-то это поможет
Но это также часть функционала убирает, например то как одевать юнитов.
Или настроить поведение
 

Meowluv

Пользователь
28 Июн 2022
13
0
Проект
Hard TD
Помогите пожалуйста.

Делал все по гайду но при запуске карты вылезает такая ошибка: addon_game_mode.lua:67: 'then' expected near 'return_time'.

1656706436734.png


Lua:
--[[
    Basic Barebones
]]

-- Required files to be visible from anywhere
require( 'timers' )
require( 'barebones' )

GAME_ROUND = 0 -- номер текущего раунда
MAX_ROUNDS = 5 -- номер конечного раунда
ROUND_UNITS = 2 -- кол-во юнитов на 1 раунде

function Precache( context )
    -- NOTE: IT IS RECOMMENDED TO USE A MINIMAL AMOUNT OF LUA PRECACHING, AND A MAXIMAL AMOUNT OF DATADRIVEN PRECACHING.
    -- Precaching guide: https://moddota.com/forums/discussion/119/precache-fixing-and-avoiding-issues

    --[[
    This function is used to precache resources/units/items/abilities that will be needed
    for sure in your game and that cannot or should not be precached asynchronously or
    after the game loads.

    See GameMode:PostLoadPrecache() in barebones.lua for more information
    ]]

    print("[BAREBONES] Performing pre-load precache")

    PrecacheUnitByNameSync("example_unit_1", context) -- Кэшируем example_unit_1

    -- Particles can be precached individually or by folder
    -- It it likely that precaching a single particle system will precache all of its children, but this may not be guaranteed
    PrecacheResource("particle", "particles/econ/generic/generic_aoe_explosion_sphere_1/generic_aoe_explosion_sphere_1.vpcf", context)
    PrecacheResource("particle_folder", "particles/test_particle", context)

    -- Models can also be precached by folder or individually
    -- PrecacheModel should generally used over PrecacheResource for individual models
    PrecacheResource("model_folder", "particles/heroes/antimage", context)
    PrecacheResource("model", "particles/heroes/viper/viper.vmdl", context)
    PrecacheModel("models/heroes/viper/viper.vmdl", context)

    -- Sounds can precached here like anything else
    PrecacheResource("soundfile", "soundevents/game_sounds_heroes/game_sounds_gyrocopter.vsndevts", context)

    -- Entire items can be precached by name
    -- Abilities can also be precached in this way despite the name
    PrecacheItemByNameSync("example_ability", context)
    PrecacheItemByNameSync("item_example_item", context)

    -- Entire heroes (sound effects/voice/models/particles) can be precached with PrecacheUnitByNameSync
    -- Custom units from npc_units_custom.txt can also have all of their abilities and precache{} blocks precached in this way
    PrecacheUnitByNameSync("npc_dota_hero_ancient_apparition", context)
    PrecacheUnitByNameSync("npc_dota_hero_enigma", context)
end

-- Create the game mode when we activate
function Activate()
    GameRules.GameMode = GameMode()
    GameRules.GameMode:InitGameMode()
end

function GameMode:OnGameInProgress() -- Функция начнет выполняться, когда начнется матч( на часах будет 00:00 ).
local point = Entities:FindByName( nil, "spawnerino"):GetAbsOrigin() -- Записываем в переменную 'point' координаты нашего спавнера 'spawnerino'
local waypoint = Entities:FindByName( nil, "way1") -- Записываем в переменную 'waypoint' координаты первого бокса way1.
local return_time = 10 -- Записываем в переменную значение '10'
Timers:CreateTimer(15, function() -- Создаем таймер, который запустится через 15 секунд после начала матча и запустит следующую функцию.
GAME_ROUND = GAME_ROUND + 1 -- Значение GAME_ROUND увеличивается на 1.
if GAME_ROUND == MAX_ROUNDS -- Если GAME_ROUND равно MAX_ROUNDS, переменная return_time получит нулевое значение.
return_time = nil
end
Say(nil,"Wave №" .. GAME_ROUND, false) -- Выводим в чат сообщение 'Wave №', в конце к которому добавится значение GAME_ROUND.
for i=1, ROUND_UNITS do -- Произведет нижние действия столько раз, сколько указано в ROUND_UNITS. То есть в нашем случае создаст 2 юнита.
local unit = CreateUnitByName( "example_unit_" .. GAME_ROUND, point + RandomVector( RandomFloat( 0, 200 ) ), true, nil, nil, DOTA_TEAM_GOODGUYS ) -- Создаем юнита 'example_unit_', в конце к названию добавится 1,2,3,4 или 5, в зависимости от раунда, и в итоге получатся наши example_unit_1, example_unit_2 и т.д.. Юнит появится в векторе point + RandomVector( RandomFloat( 0, 200 ) ) - point - наша переменная, а рандомный вектор добавляется для того, чтобы мобы не появлялись в одной точке и не застревали. Мобы будут за силы света.
unit:SetInitialGoalEntity( waypoint ) -- Посылаем мобов на наш way1, координаты которого мы записали в переменную 'waypoint'
end
return return_time -- Возвращаем таймеру время, через которое он должен снова сработать. Когда пройдет последний раунд таймер получит значение 'nil' и выключится.
end)
end

Lua:
// Units File
"DOTAUnits"
{
"Version" "1"

//=================================================================================
// Creature: Gnoll Assassin
//=================================================================================
"example_unit_1"
{
// General
//----------------------------------------------------------------
"Model" "models/creeps/neutral_creeps/n_creep_gnoll/n_creep_gnoll_frost.vmdl" // Model.
"BaseClass" "npc_dota_creature"
"SoundSet" "n_creep_Ranged"
"GameSoundsFile" "soundevents/game_sounds_creeps.vsndevts"
"Level" "1"
"ModelScale" ".9"

// Abilities
//----------------------------------------------------------------
"Ability1" "" // Ability 1
"Ability2" "" // Ability 2
"Ability3" "" // Ability 3
"Ability4" "" // Ability 4

// Armor
//----------------------------------------------------------------
"ArmorPhysical" "10" // Physical protection.

// Attack
//----------------------------------------------------------------
"AttackCapabilities" "DOTA_UNIT_CAP_RANGED_ATTACK"
"AttackDamageMin" "30" // Damage range min.
"AttackDamageMax" "36" // Damage range max.
"AttackRate" "1.6" // Speed of attack.
"AttackAnimationPoint" "0.4" // Normalized time in animation cycle to attack.
"AttackAcquisitionRange" "800" // Range within a target can be acquired.
"AttackRange" "500" // Range within a target can be attacked.
"ProjectileModel" "particles/neutral_fx/gnoll_base_attack.vpcf" // Particle system model for projectile.
"ProjectileSpeed" "1500" // Speed of projectile.

// Bounds
//----------------------------------------------------------------
"RingRadius" "40"
"HealthBarOffset" "170"

// Bounty
//----------------------------------------------------------------
"BountyXP" "24" // Experience earn.
"BountyGoldMin" "21" // Gold earned min.
"BountyGoldMax" "29" // Gold earned max.

// Movement
//----------------------------------------------------------------
"MovementCapabilities" "DOTA_UNIT_CAP_MOVE_GROUND"
"MovementSpeed" "270" // Speed.

// Status
//----------------------------------------------------------------
"StatusHealth" "75" // Base health.
"StatusHealthRegen" "0.5" // Health regeneration rate.
"StatusMana" "0" // Base mana.
"StatusManaRegen" "0.0" // Mana regeneration rate.

// Vision
//----------------------------------------------------------------
"VisionDaytimeRange" "400" // Range of vision during day light.
"VisionNighttimeRange" "400" // Range of vision at night time.

// Team
//----------------------------------------------------------------
"TeamName" "DOTA_TEAM_GOODGUYS" // Team name.
"CombatClassAttack" "DOTA_COMBAT_CLASS_ATTACK_PIERCE"
"CombatClassDefend" "DOTA_COMBAT_CLASS_DEFEND_BASIC"
"UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"

// Creature Data
//----------------------------------------------------------------
"Creature"
{
//Level Up
"HPGain" "50"
"DamageGain" "2"
"ArmorGain" "0.25"
"MagicResistGain" "0.1"
"MoveSpeedGain" "1"
"BountyGain" "3"
"XPGain" "15"
}
}

"example_unit_2"
{
// General
//----------------------------------------------------------------
"Model" "models/creeps/neutral_creeps/n_creep_gnoll/n_creep_gnoll_frost.vmdl" // Model.
"BaseClass" "npc_dota_creature"
"SoundSet" "n_creep_Ranged"
"GameSoundsFile" "soundevents/game_sounds_creeps.vsndevts"
"Level" "1"
"ModelScale" "1.4"

// Abilities
//----------------------------------------------------------------
"Ability1" "" // Ability 1
"Ability2" "" // Ability 2
"Ability3" "" // Ability 3
"Ability4" "" // Ability 4

// Armor
//----------------------------------------------------------------
"ArmorPhysical" "10" // Physical protection.

// Attack
//----------------------------------------------------------------
"AttackCapabilities" "DOTA_UNIT_CAP_RANGED_ATTACK"
"AttackDamageMin" "30" // Damage range min.
"AttackDamageMax" "36" // Damage range max.
"AttackRate" "1.6" // Speed of attack.
"AttackAnimationPoint" "0.4" // Normalized time in animation cycle to attack.
"AttackAcquisitionRange" "800" // Range within a target can be acquired.
"AttackRange" "500" // Range within a target can be attacked.
"ProjectileModel" "particles/neutral_fx/gnoll_base_attack.vpcf" // Particle system model for projectile.
"ProjectileSpeed" "1500" // Speed of projectile.

// Bounds
//----------------------------------------------------------------
"RingRadius" "40"
"HealthBarOffset" "170"

// Bounty
//----------------------------------------------------------------
"BountyXP" "24" // Experience earn.
"BountyGoldMin" "21" // Gold earned min.
"BountyGoldMax" "29" // Gold earned max.

// Movement
//----------------------------------------------------------------
"MovementCapabilities" "DOTA_UNIT_CAP_MOVE_GROUND"
"MovementSpeed" "270" // Speed.

// Status
//----------------------------------------------------------------
"StatusHealth" "75" // Base health.
"StatusHealthRegen" "0.5" // Health regeneration rate.
"StatusMana" "0" // Base mana.
"StatusManaRegen" "0.0" // Mana regeneration rate.

// Vision
//----------------------------------------------------------------
"VisionDaytimeRange" "400" // Range of vision during day light.
"VisionNighttimeRange" "400" // Range of vision at night time.

// Team
//----------------------------------------------------------------
"TeamName" "DOTA_TEAM_GOODGUYS" // Team name.
"CombatClassAttack" "DOTA_COMBAT_CLASS_ATTACK_PIERCE"
"CombatClassDefend" "DOTA_COMBAT_CLASS_DEFEND_BASIC"
"UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"

// Creature Data
//----------------------------------------------------------------
"Creature"
{
//Level Up
"HPGain" "50"
"DamageGain" "2"
"ArmorGain" "0.25"
"MagicResistGain" "0.1"
"MoveSpeedGain" "1"
"BountyGain" "3"
"XPGain" "15"
}
}
 

Вложения

  • 1656706430673.png
    1656706430673.png
    36.4 KB · Просмотры: 3

stranger568

Активный
7 Сен 2015
113
28
bmemov.ru
Проект
Birzha Memov
Помогите пожалуйста.

Делал все по гайду но при запуске карты вылезает такая ошибка: addon_game_mode.lua:67: 'then' expected near 'return_time'.

Посмотреть вложение 1608


Lua:
--[[
    Basic Barebones
]]

-- Required files to be visible from anywhere
require( 'timers' )
require( 'barebones' )

GAME_ROUND = 0 -- номер текущего раунда
MAX_ROUNDS = 5 -- номер конечного раунда
ROUND_UNITS = 2 -- кол-во юнитов на 1 раунде

function Precache( context )
    -- NOTE: IT IS RECOMMENDED TO USE A MINIMAL AMOUNT OF LUA PRECACHING, AND A MAXIMAL AMOUNT OF DATADRIVEN PRECACHING.
    -- Precaching guide: https://moddota.com/forums/discussion/119/precache-fixing-and-avoiding-issues

    --[[
    This function is used to precache resources/units/items/abilities that will be needed
    for sure in your game and that cannot or should not be precached asynchronously or
    after the game loads.

    See GameMode:PostLoadPrecache() in barebones.lua for more information
    ]]

    print("[BAREBONES] Performing pre-load precache")

    PrecacheUnitByNameSync("example_unit_1", context) -- Кэшируем example_unit_1

    -- Particles can be precached individually or by folder
    -- It it likely that precaching a single particle system will precache all of its children, but this may not be guaranteed
    PrecacheResource("particle", "particles/econ/generic/generic_aoe_explosion_sphere_1/generic_aoe_explosion_sphere_1.vpcf", context)
    PrecacheResource("particle_folder", "particles/test_particle", context)

    -- Models can also be precached by folder or individually
    -- PrecacheModel should generally used over PrecacheResource for individual models
    PrecacheResource("model_folder", "particles/heroes/antimage", context)
    PrecacheResource("model", "particles/heroes/viper/viper.vmdl", context)
    PrecacheModel("models/heroes/viper/viper.vmdl", context)

    -- Sounds can precached here like anything else
    PrecacheResource("soundfile", "soundevents/game_sounds_heroes/game_sounds_gyrocopter.vsndevts", context)

    -- Entire items can be precached by name
    -- Abilities can also be precached in this way despite the name
    PrecacheItemByNameSync("example_ability", context)
    PrecacheItemByNameSync("item_example_item", context)

    -- Entire heroes (sound effects/voice/models/particles) can be precached with PrecacheUnitByNameSync
    -- Custom units from npc_units_custom.txt can also have all of their abilities and precache{} blocks precached in this way
    PrecacheUnitByNameSync("npc_dota_hero_ancient_apparition", context)
    PrecacheUnitByNameSync("npc_dota_hero_enigma", context)
end

-- Create the game mode when we activate
function Activate()
    GameRules.GameMode = GameMode()
    GameRules.GameMode:InitGameMode()
end

function GameMode:OnGameInProgress() -- Функция начнет выполняться, когда начнется матч( на часах будет 00:00 ).
local point = Entities:FindByName( nil, "spawnerino"):GetAbsOrigin() -- Записываем в переменную 'point' координаты нашего спавнера 'spawnerino'
local waypoint = Entities:FindByName( nil, "way1") -- Записываем в переменную 'waypoint' координаты первого бокса way1.
local return_time = 10 -- Записываем в переменную значение '10'
Timers:CreateTimer(15, function() -- Создаем таймер, который запустится через 15 секунд после начала матча и запустит следующую функцию.
GAME_ROUND = GAME_ROUND + 1 -- Значение GAME_ROUND увеличивается на 1.
if GAME_ROUND == MAX_ROUNDS -- Если GAME_ROUND равно MAX_ROUNDS, переменная return_time получит нулевое значение.
return_time = nil
end
Say(nil,"Wave №" .. GAME_ROUND, false) -- Выводим в чат сообщение 'Wave №', в конце к которому добавится значение GAME_ROUND.
for i=1, ROUND_UNITS do -- Произведет нижние действия столько раз, сколько указано в ROUND_UNITS. То есть в нашем случае создаст 2 юнита.
local unit = CreateUnitByName( "example_unit_" .. GAME_ROUND, point + RandomVector( RandomFloat( 0, 200 ) ), true, nil, nil, DOTA_TEAM_GOODGUYS ) -- Создаем юнита 'example_unit_', в конце к названию добавится 1,2,3,4 или 5, в зависимости от раунда, и в итоге получатся наши example_unit_1, example_unit_2 и т.д.. Юнит появится в векторе point + RandomVector( RandomFloat( 0, 200 ) ) - point - наша переменная, а рандомный вектор добавляется для того, чтобы мобы не появлялись в одной точке и не застревали. Мобы будут за силы света.
unit:SetInitialGoalEntity( waypoint ) -- Посылаем мобов на наш way1, координаты которого мы записали в переменную 'waypoint'
end
return return_time -- Возвращаем таймеру время, через которое он должен снова сработать. Когда пройдет последний раунд таймер получит значение 'nil' и выключится.
end)
end

Lua:
// Units File
"DOTAUnits"
{
"Version" "1"

//=================================================================================
// Creature: Gnoll Assassin
//=================================================================================
"example_unit_1"
{
// General
//----------------------------------------------------------------
"Model" "models/creeps/neutral_creeps/n_creep_gnoll/n_creep_gnoll_frost.vmdl" // Model.
"BaseClass" "npc_dota_creature"
"SoundSet" "n_creep_Ranged"
"GameSoundsFile" "soundevents/game_sounds_creeps.vsndevts"
"Level" "1"
"ModelScale" ".9"

// Abilities
//----------------------------------------------------------------
"Ability1" "" // Ability 1
"Ability2" "" // Ability 2
"Ability3" "" // Ability 3
"Ability4" "" // Ability 4

// Armor
//----------------------------------------------------------------
"ArmorPhysical" "10" // Physical protection.

// Attack
//----------------------------------------------------------------
"AttackCapabilities" "DOTA_UNIT_CAP_RANGED_ATTACK"
"AttackDamageMin" "30" // Damage range min.
"AttackDamageMax" "36" // Damage range max.
"AttackRate" "1.6" // Speed of attack.
"AttackAnimationPoint" "0.4" // Normalized time in animation cycle to attack.
"AttackAcquisitionRange" "800" // Range within a target can be acquired.
"AttackRange" "500" // Range within a target can be attacked.
"ProjectileModel" "particles/neutral_fx/gnoll_base_attack.vpcf" // Particle system model for projectile.
"ProjectileSpeed" "1500" // Speed of projectile.

// Bounds
//----------------------------------------------------------------
"RingRadius" "40"
"HealthBarOffset" "170"

// Bounty
//----------------------------------------------------------------
"BountyXP" "24" // Experience earn.
"BountyGoldMin" "21" // Gold earned min.
"BountyGoldMax" "29" // Gold earned max.

// Movement
//----------------------------------------------------------------
"MovementCapabilities" "DOTA_UNIT_CAP_MOVE_GROUND"
"MovementSpeed" "270" // Speed.

// Status
//----------------------------------------------------------------
"StatusHealth" "75" // Base health.
"StatusHealthRegen" "0.5" // Health regeneration rate.
"StatusMana" "0" // Base mana.
"StatusManaRegen" "0.0" // Mana regeneration rate.

// Vision
//----------------------------------------------------------------
"VisionDaytimeRange" "400" // Range of vision during day light.
"VisionNighttimeRange" "400" // Range of vision at night time.

// Team
//----------------------------------------------------------------
"TeamName" "DOTA_TEAM_GOODGUYS" // Team name.
"CombatClassAttack" "DOTA_COMBAT_CLASS_ATTACK_PIERCE"
"CombatClassDefend" "DOTA_COMBAT_CLASS_DEFEND_BASIC"
"UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"

// Creature Data
//----------------------------------------------------------------
"Creature"
{
//Level Up
"HPGain" "50"
"DamageGain" "2"
"ArmorGain" "0.25"
"MagicResistGain" "0.1"
"MoveSpeedGain" "1"
"BountyGain" "3"
"XPGain" "15"
}
}

"example_unit_2"
{
// General
//----------------------------------------------------------------
"Model" "models/creeps/neutral_creeps/n_creep_gnoll/n_creep_gnoll_frost.vmdl" // Model.
"BaseClass" "npc_dota_creature"
"SoundSet" "n_creep_Ranged"
"GameSoundsFile" "soundevents/game_sounds_creeps.vsndevts"
"Level" "1"
"ModelScale" "1.4"

// Abilities
//----------------------------------------------------------------
"Ability1" "" // Ability 1
"Ability2" "" // Ability 2
"Ability3" "" // Ability 3
"Ability4" "" // Ability 4

// Armor
//----------------------------------------------------------------
"ArmorPhysical" "10" // Physical protection.

// Attack
//----------------------------------------------------------------
"AttackCapabilities" "DOTA_UNIT_CAP_RANGED_ATTACK"
"AttackDamageMin" "30" // Damage range min.
"AttackDamageMax" "36" // Damage range max.
"AttackRate" "1.6" // Speed of attack.
"AttackAnimationPoint" "0.4" // Normalized time in animation cycle to attack.
"AttackAcquisitionRange" "800" // Range within a target can be acquired.
"AttackRange" "500" // Range within a target can be attacked.
"ProjectileModel" "particles/neutral_fx/gnoll_base_attack.vpcf" // Particle system model for projectile.
"ProjectileSpeed" "1500" // Speed of projectile.

// Bounds
//----------------------------------------------------------------
"RingRadius" "40"
"HealthBarOffset" "170"

// Bounty
//----------------------------------------------------------------
"BountyXP" "24" // Experience earn.
"BountyGoldMin" "21" // Gold earned min.
"BountyGoldMax" "29" // Gold earned max.

// Movement
//----------------------------------------------------------------
"MovementCapabilities" "DOTA_UNIT_CAP_MOVE_GROUND"
"MovementSpeed" "270" // Speed.

// Status
//----------------------------------------------------------------
"StatusHealth" "75" // Base health.
"StatusHealthRegen" "0.5" // Health regeneration rate.
"StatusMana" "0" // Base mana.
"StatusManaRegen" "0.0" // Mana regeneration rate.

// Vision
//----------------------------------------------------------------
"VisionDaytimeRange" "400" // Range of vision during day light.
"VisionNighttimeRange" "400" // Range of vision at night time.

// Team
//----------------------------------------------------------------
"TeamName" "DOTA_TEAM_GOODGUYS" // Team name.
"CombatClassAttack" "DOTA_COMBAT_CLASS_ATTACK_PIERCE"
"CombatClassDefend" "DOTA_COMBAT_CLASS_DEFEND_BASIC"
"UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"

// Creature Data
//----------------------------------------------------------------
"Creature"
{
//Level Up
"HPGain" "50"
"DamageGain" "2"
"ArmorGain" "0.25"
"MagicResistGain" "0.1"
"MoveSpeedGain" "1"
"BountyGain" "3"
"XPGain" "15"
}
}
if GAME_ROUND == MAX_ROUNDS
ты забыл then
if GAME_ROUND == MAX_ROUNDS then
 

Meowluv

Пользователь
28 Июн 2022
13
0
Проект
Hard TD
if GAME_ROUND == MAX_ROUNDS
ты забыл then
if GAME_ROUND == MAX_ROUNDS then
И еще пожалуйста подскажи что тут не так. Ошибка такая -
barebones.lua:158: attempt to index local 'ply' (a nil value)
stack traceback:
barebones.lua:158: in function <scripts\vscripts\barebones.lua:148>
1656749336349.png

Lua:
print ('[BAREBONES] barebones.lua' )

-- GameRules Variables
ENABLE_HERO_RESPAWN = true              -- Should the heroes automatically respawn on a timer or stay dead until manually respawned
UNIVERSAL_SHOP_MODE = false             -- Should the main shop contain Secret Shop items as well as regular items
ALLOW_SAME_HERO_SELECTION = true        -- Should we let people select the same hero as each other

HERO_SELECTION_TIME = 1.0              -- How long should we let people select their hero?
PRE_GAME_TIME = 0.0                    -- How long after people select their heroes should the horn blow and the game start?
POST_GAME_TIME = 60.0                   -- How long should we let people look at the scoreboard before closing the server automatically?
TREE_REGROW_TIME = 60.0                 -- How long should it take individual trees to respawn after being cut down/destroyed?

GOLD_PER_TICK = 100                     -- How much gold should players get per tick?
GOLD_TICK_TIME = 5                      -- How long should we wait in seconds between gold ticks?

RECOMMENDED_BUILDS_DISABLED = false     -- Should we disable the recommened builds for heroes (Note: this is not working currently I believe)
CAMERA_DISTANCE_OVERRIDE = 1134.0        -- How far out should we allow the camera to go?  1134 is the default in Dota

MINIMAP_ICON_SIZE = 1                   -- What icon size should we use for our heroes?
MINIMAP_CREEP_ICON_SIZE = 1             -- What icon size should we use for creeps?
MINIMAP_RUNE_ICON_SIZE = 1              -- What icon size should we use for runes?

RUNE_SPAWN_TIME = 120                    -- How long in seconds should we wait between rune spawns?
CUSTOM_BUYBACK_COST_ENABLED = true      -- Should we use a custom buyback cost setting?
CUSTOM_BUYBACK_COOLDOWN_ENABLED = true  -- Should we use a custom buyback time?
BUYBACK_ENABLED = false                 -- Should we allow people to buyback when they die?

DISABLE_FOG_OF_WAR_ENTIRELY = true      -- Should we disable fog of war entirely for both teams?
USE_STANDARD_HERO_GOLD_BOUNTY = true    -- Should we give gold for hero kills the same as in Dota, or allow those values to be changed?

USE_CUSTOM_TOP_BAR_VALUES = true        -- Should we do customized top bar values or use the default kill count per team?
TOP_BAR_VISIBLE = true                  -- Should we display the top bar score/count at all?
SHOW_KILLS_ON_TOPBAR = true             -- Should we display kills only on the top bar? (No denies, suicides, kills by neutrals)  Requires USE_CUSTOM_TOP_BAR_VALUES

ENABLE_TOWER_BACKDOOR_PROTECTION = false  -- Should we enable backdoor protection for our towers?
REMOVE_ILLUSIONS_ON_DEATH = false       -- Should we remove all illusions if the main hero dies?
DISABLE_GOLD_SOUNDS = false             -- Should we disable the gold sound when players get gold?

END_GAME_ON_KILLS = true                -- Should the game end after a certain number of kills?
KILLS_TO_END_GAME_FOR_TEAM = 50         -- How many kills for a team should signify an end of game?

USE_CUSTOM_HERO_LEVELS = true           -- Should we allow heroes to have custom levels?
MAX_LEVEL = 50                          -- What level should we let heroes get to?
USE_CUSTOM_XP_VALUES = true             -- Should we use custom XP values to level up heroes, or the default Dota numbers?

-- Fill this table up with the required XP per level if you want to change it
XP_PER_LEVEL_TABLE = {}
for i=1,MAX_LEVEL do
    XP_PER_LEVEL_TABLE[i] = i * 100
end

-- Generated from template
if GameMode == nil then
    print ( '[BAREBONES] creating barebones game mode' )
    GameMode = class({})
end

-- This function initializes the game mode and is called before anyone loads into the game
-- It can be used to pre-initialize any values/tables that will be needed later
function GameMode:InitGameMode()
    GameMode = self
    print('[BAREBONES] Starting to load Barebones gamemode...')

    -- Setup rules
    GameRules:SetHeroRespawnEnabled( ENABLE_HERO_RESPAWN )
    GameRules:SetUseUniversalShopMode( UNIVERSAL_SHOP_MODE )
    GameRules:SetSameHeroSelectionEnabled( ALLOW_SAME_HERO_SELECTION )
    GameRules:SetHeroSelectionTime( HERO_SELECTION_TIME )
    GameRules:SetPreGameTime( PRE_GAME_TIME)
    GameRules:SetPostGameTime( POST_GAME_TIME )
    GameRules:SetTreeRegrowTime( TREE_REGROW_TIME )
    GameRules:SetUseCustomHeroXPValues ( USE_CUSTOM_XP_VALUES )
    GameRules:SetGoldPerTick(GOLD_PER_TICK)
    GameRules:SetGoldTickTime(GOLD_TICK_TIME)
    GameRules:SetRuneSpawnTime(RUNE_SPAWN_TIME)
    GameRules:SetUseBaseGoldBountyOnHeroes(USE_STANDARD_HERO_GOLD_BOUNTY)
    GameRules:SetHeroMinimapIconScale( MINIMAP_ICON_SIZE )
    GameRules:SetCreepMinimapIconScale( MINIMAP_CREEP_ICON_SIZE )
    GameRules:SetRuneMinimapIconScale( MINIMAP_RUNE_ICON_SIZE )
    print('[BAREBONES] GameRules set')

    -- Listeners - Event Hooks
    -- All of these events can potentially be fired by the game, though only the uncommented ones have had
    -- Functions supplied for them.
    ListenToGameEvent('dota_player_gained_level', Dynamic_Wrap(GameMode, 'OnPlayerLevelUp'), self)
    ListenToGameEvent('dota_ability_channel_finished', Dynamic_Wrap(GameMode, 'OnAbilityChannelFinished'), self)
    ListenToGameEvent('dota_player_learned_ability', Dynamic_Wrap(GameMode, 'OnPlayerLearnedAbility'), self)
    ListenToGameEvent('entity_killed', Dynamic_Wrap(GameMode, 'OnEntityKilled'), self)
    ListenToGameEvent('player_connect_full', Dynamic_Wrap(GameMode, 'OnConnectFull'), self)
    ListenToGameEvent('player_disconnect', Dynamic_Wrap(GameMode, 'OnDisconnect'), self)
    ListenToGameEvent('dota_item_purchased', Dynamic_Wrap(GameMode, 'OnItemPurchased'), self)
    ListenToGameEvent('dota_item_picked_up', Dynamic_Wrap(GameMode, 'OnItemPickedUp'), self)
    ListenToGameEvent('last_hit', Dynamic_Wrap(GameMode, 'OnLastHit'), self)
    ListenToGameEvent('dota_non_player_used_ability', Dynamic_Wrap(GameMode, 'OnNonPlayerUsedAbility'), self)
    ListenToGameEvent('player_changename', Dynamic_Wrap(GameMode, 'OnPlayerChangedName'), self)
    ListenToGameEvent('dota_rune_activated_server', Dynamic_Wrap(GameMode, 'OnRuneActivated'), self)
    ListenToGameEvent('dota_player_take_tower_damage', Dynamic_Wrap(GameMode, 'OnPlayerTakeTowerDamage'), self)
    ListenToGameEvent('tree_cut', Dynamic_Wrap(GameMode, 'OnTreeCut'), self)
    ListenToGameEvent('entity_hurt', Dynamic_Wrap(GameMode, 'OnEntityHurt'), self)
    ListenToGameEvent('player_connect', Dynamic_Wrap(GameMode, 'PlayerConnect'), self)
    ListenToGameEvent('dota_player_used_ability', Dynamic_Wrap(GameMode, 'OnAbilityUsed'), self)
    ListenToGameEvent('game_rules_state_change', Dynamic_Wrap(GameMode, 'OnGameRulesStateChange'), self)
    ListenToGameEvent('npc_spawned', Dynamic_Wrap(GameMode, 'OnNPCSpawned'), self)
    ListenToGameEvent('dota_player_pick_hero', Dynamic_Wrap(GameMode, 'OnPlayerPickHero'), self)
    ListenToGameEvent('dota_team_kill_credit', Dynamic_Wrap(GameMode, 'OnTeamKillCredit'), self)
    ListenToGameEvent("player_reconnected", Dynamic_Wrap(GameMode, 'OnPlayerReconnect'), self)

    -- Change random seed
    local timeTxt = string.gsub(string.gsub(GetSystemTime(), ':', ''), '0','')
    math.randomseed(tonumber(timeTxt))

    -- Initialized tables for tracking state
    self.vUserIds = {}
    self.vSteamIds = {}
    self.vBots = {}
    self.vBroadcasters = {}

    self.vPlayers = {}
    self.vRadiant = {}
    self.vDire = {}

    self.nRadiantKills = 0
    self.nDireKills = 0

    self.bSeenWaitForPlayers = false

    -- Commands can be registered for debugging purposes or as functions that can be called by the custom Scaleform UI
    Convars:RegisterCommand( "command_example", Dynamic_Wrap(GameMode, 'ExampleConsoleCommand'), "A console command example", 0 )

    print('[BAREBONES] Done loading Barebones gamemode!\n\n')
end

mode = nil

-- This function is called 1 to 2 times as the player connects initially but before they
-- have completely connected
function GameMode:PlayerConnect(keys)
    print('[BAREBONES] PlayerConnect')
    DeepPrintTable(keys)

    if keys.bot == 1 then
        -- This user is a Bot, so add it to the bots table
        self.vBots[keys.userid] = 1
    end
end

-- This function is called once when the player fully connects and becomes "Ready" during Loading
function GameMode:OnConnectFull(keys)
    print ('[BAREBONES] OnConnectFull')
    DeepPrintTable(keys)
    GameMode:CaptureGameMode()

    local entIndex = keys.index+1
    -- The Player entity of the joining user
    local ply = EntIndexToHScript(entIndex)

    -- The Player ID of the joining player
    local playerID = ply:GetPlayerID()

    -- Update the user ID table with this user
    self.vUserIds[keys.userid] = ply

    -- Update the Steam ID table
    self.vSteamIds[PlayerResource:GetSteamAccountID(playerID)] = ply

    -- If the player is a broadcaster flag it in the Broadcasters table
    if PlayerResource:IsBroadcaster(playerID) then
        self.vBroadcasters[keys.userid] = 1
        return
    end
end

-- This function is called as the first player loads and sets up the GameMode parameters
function GameMode:CaptureGameMode()
    if mode == nil then
        -- Set GameMode parameters
        mode = GameRules:GetGameModeEntity()
        mode:SetRecommendedItemsDisabled( RECOMMENDED_BUILDS_DISABLED )
        mode:SetCameraDistanceOverride( CAMERA_DISTANCE_OVERRIDE )
        mode:SetCustomBuybackCostEnabled( CUSTOM_BUYBACK_COST_ENABLED )
        mode:SetCustomBuybackCooldownEnabled( CUSTOM_BUYBACK_COOLDOWN_ENABLED )
        mode:SetBuybackEnabled( BUYBACK_ENABLED )
        mode:SetTopBarTeamValuesOverride ( USE_CUSTOM_TOP_BAR_VALUES )
        mode:SetTopBarTeamValuesVisible( TOP_BAR_VISIBLE )
        mode:SetUseCustomHeroLevels ( USE_CUSTOM_HERO_LEVELS )
        mode:SetCustomHeroMaxLevel ( MAX_LEVEL )
        mode:SetCustomXPRequiredToReachNextLevel( XP_PER_LEVEL_TABLE )

        --mode:SetBotThinkingEnabled( USE_STANDARD_DOTA_BOT_THINKING )
        mode:SetTowerBackdoorProtectionEnabled( ENABLE_TOWER_BACKDOOR_PROTECTION )

        mode:SetFogOfWarDisabled(DISABLE_FOG_OF_WAR_ENTIRELY)
        mode:SetGoldSoundDisabled( DISABLE_GOLD_SOUNDS )
        mode:SetRemoveIllusionsOnDeath( REMOVE_ILLUSIONS_ON_DEATH )

        self:OnFirstPlayerLoaded()
    end
end

-- This is an example console command
function GameMode:ExampleConsoleCommand()
    print( '******* Example Console Command ***************' )
    local cmdPlayer = Convars:GetCommandClient()
    if cmdPlayer then
        local playerID = cmdPlayer:GetPlayerID()
        if playerID ~= nil and playerID ~= -1 then
            -- Do something here for the player who called this command
            PlayerResource:ReplaceHeroWith(playerID, "npc_dota_hero_viper", 1000, 1000)
        end
    end
    print( '*********************************************' )
end

--[[
  This function should be used to set up Async precache calls at the beginning of the game.  The Precache() function
  in addon_game_mode.lua used to and may still sometimes have issues with client's appropriately precaching stuff.
  If this occurs it causes the client to never precache things configured in that block.

  In this function, place all of your PrecacheItemByNameAsync and PrecacheUnitByNameAsync.  These calls will be made
  after all players have loaded in, but before they have selected their heroes. PrecacheItemByNameAsync can also
  be used to precache dynamically-added datadriven abilities instead of items.  PrecacheUnitByNameAsync will
  precache the precache{} block statement of the unit and all precache{} block statements for every Ability#
  defined on the unit.

  This function should only be called once.  If you want to/need to precache more items/abilities/units at a later
  time, you can call the functions individually (for example if you want to precache units in a new wave of
  holdout).
]]
function GameMode:PostLoadPrecache()
    print("[BAREBONES] Performing Post-Load precache")

end

--[[
  This function is called once and only once as soon as the first player (almost certain to be the server in local lobbies) loads in.
  It can be used to initialize state that isn't initializeable in InitGameMode() but needs to be done before everyone loads in.
]]
function GameMode:OnFirstPlayerLoaded()
    print("[BAREBONES] First Player has loaded")
end

--[[
  This function is called once and only once after all players have loaded into the game, right as the hero selection time begins.
  It can be used to initialize non-hero player state or adjust the hero selection (i.e. force random etc)
]]
function GameMode:OnAllPlayersLoaded()
    print("[BAREBONES] All Players have loaded into the game")
end

--[[
  This function is called once and only once for every player when they spawn into the game for the first time.  It is also called
  if the player's hero is replaced with a new hero for any reason.  This function is useful for initializing heroes, such as adding
  levels, changing the starting gold, removing/adding abilities, adding physics, etc.

  The hero parameter is the hero entity that just spawned in.
]]
function GameMode:OnHeroInGame(hero)
    print("[BAREBONES] Hero spawned in game for first time -- " .. hero:GetUnitName())

    -- Store a reference to the player handle inside this hero handle.
    hero.player = PlayerResource:GetPlayer(hero:GetPlayerID())
    -- Store the player's name inside this hero handle.
    hero.playerName = PlayerResource:GetPlayerName(hero:GetPlayerID())
    -- Store this hero handle in this table.
    table.insert(self.vPlayers, hero)

    -- This line for example will set the starting gold of every hero to 500 unreliable gold
    hero:SetGold(500, false)

    -- These lines will create an item and add it to the player, effectively ensuring they start with the item
    local item = CreateItem("item_example_item", hero, hero)
    hero:AddItem(item)
end

--[[
    This function is called once and only once when the game completely begins (about 0:00 on the clock).  At this point,
    gold will begin to go up in ticks if configured, creeps will spawn, towers will become damageable etc.  This function
    is useful for starting any game logic timers/thinkers, beginning the first round, etc.
]]
function GameMode:OnGameInProgress()
    print("[BAREBONES] The game has officially begun")

    Timers:CreateTimer(30, function() -- Start this timer 30 game-time seconds later
        --print("This function is called 30 seconds after the game begins, and every 30 seconds thereafter")
        return 30.0 -- Rerun this timer every 30 game-time seconds
    end)
end

-- Cleanup a player when they leave
function GameMode:OnDisconnect(keys)
    print('[BAREBONES] Player Disconnected ' .. tostring(keys.userid))
    DeepPrintTable(keys)

    local name = keys.name
    local networkid = keys.networkid
    local reason = keys.reason
    local userid = keys.userid
end

-- The overall game state has changed
function GameMode:OnGameRulesStateChange(keys)
    print("[BAREBONES] GameRules State Changed")
    DeepPrintTable(keys)

    local newState = GameRules:State_Get()
    if newState == DOTA_GAMERULES_STATE_WAIT_FOR_PLAYERS_TO_LOAD then
        self.bSeenWaitForPlayers = true
    elseif newState == DOTA_GAMERULES_STATE_INIT then
        Timers:RemoveTimer("alljointimer")
    elseif newState == DOTA_GAMERULES_STATE_HERO_SELECTION then
        local et = 6
        if self.bSeenWaitForPlayers then
            et = .01
        end
        Timers:CreateTimer("alljointimer", {
            useGameTime = true,
            endTime = et,
            callback = function()
                if PlayerResource:HaveAllPlayersJoined() then
                    GameMode:PostLoadPrecache()
                    GameMode:OnAllPlayersLoaded()
                    return
                end
                return 1
            end})
    elseif newState == DOTA_GAMERULES_STATE_GAME_IN_PROGRESS then
        GameMode:OnGameInProgress()
    end
end

-- An NPC has spawned somewhere in game.  This includes heroes
function GameMode:OnNPCSpawned(keys)
    print("[BAREBONES] NPC Spawned")
    DeepPrintTable(keys)
    local npc = EntIndexToHScript(keys.entindex)

    if npc:IsRealHero() and npc.bFirstSpawned == nil then
        npc.bFirstSpawned = true
        GameMode:OnHeroInGame(npc)
    end
end

-- An entity somewhere has been hurt.  This event fires very often with many units so don't do too many expensive
-- operations here
function GameMode:OnEntityHurt(keys)
    --print("[BAREBONES] Entity Hurt")
    --DeepPrintTable(keys)
    local entCause = EntIndexToHScript(keys.entindex_attacker)
    local entVictim = EntIndexToHScript(keys.entindex_killed)
end

-- An item was picked up off the ground
function GameMode:OnItemPickedUp(keys)
    print ( '[BAREBONES] OnItemPurchased' )
    DeepPrintTable(keys)

    local heroEntity = EntIndexToHScript(keys.HeroEntityIndex)
    local itemEntity = EntIndexToHScript(keys.ItemEntityIndex)
    local player = PlayerResource:GetPlayer(keys.PlayerID)
    local itemname = keys.itemname
end

-- A player has reconnected to the game.  This function can be used to repaint Player-based particles or change
-- state as necessary
function GameMode:OnPlayerReconnect(keys)
    print ( '[BAREBONES] OnPlayerReconnect' )
    DeepPrintTable(keys)
end

-- An item was purchased by a player
function GameMode:OnItemPurchased( keys )
    print ( '[BAREBONES] OnItemPurchased' )
    DeepPrintTable(keys)

    -- The playerID of the hero who is buying something
    local plyID = keys.PlayerID
    if not plyID then return end

    -- The name of the item purchased
    local itemName = keys.itemname

    -- The cost of the item purchased
    local itemcost = keys.itemcost

end

-- An ability was used by a player
function GameMode:OnAbilityUsed(keys)
    print('[BAREBONES] AbilityUsed')
    DeepPrintTable(keys)

    local player = EntIndexToHScript(keys.PlayerID)
    local abilityname = keys.abilityname
end

-- A non-player entity (necro-book, chen creep, etc) used an ability
function GameMode:OnNonPlayerUsedAbility(keys)
    print('[BAREBONES] OnNonPlayerUsedAbility')
    DeepPrintTable(keys)

    local abilityname=  keys.abilityname
end

-- A player changed their name
function GameMode:OnPlayerChangedName(keys)
    print('[BAREBONES] OnPlayerChangedName')
    DeepPrintTable(keys)

    local newName = keys.newname
    local oldName = keys.oldName
end

-- A player leveled up an ability
function GameMode:OnPlayerLearnedAbility( keys)
    print ('[BAREBONES] OnPlayerLearnedAbility')
    DeepPrintTable(keys)

    local player = EntIndexToHScript(keys.player)
    local abilityname = keys.abilityname
end

-- A channelled ability finished by either completing or being interrupted
function GameMode:OnAbilityChannelFinished(keys)
    print ('[BAREBONES] OnAbilityChannelFinished')
    DeepPrintTable(keys)

    local abilityname = keys.abilityname
    local interrupted = keys.interrupted == 1
end

-- A player leveled up
function GameMode:OnPlayerLevelUp(keys)
    print ('[BAREBONES] OnPlayerLevelUp')
    DeepPrintTable(keys)

    local player = EntIndexToHScript(keys.player)
    local level = keys.level
end

-- A player last hit a creep, a tower, or a hero
function GameMode:OnLastHit(keys)
    print ('[BAREBONES] OnLastHit')
    DeepPrintTable(keys)

    local isFirstBlood = keys.FirstBlood == 1
    local isHeroKill = keys.HeroKill == 1
    local isTowerKill = keys.TowerKill == 1
    local player = PlayerResource:GetPlayer(keys.PlayerID)
end

-- A tree was cut down by tango, quelling blade, etc
function GameMode:OnTreeCut(keys)
    print ('[BAREBONES] OnTreeCut')
    DeepPrintTable(keys)

    local treeX = keys.tree_x
    local treeY = keys.tree_y
end

-- A rune was activated by a player
function GameMode:OnRuneActivated (keys)
    print ('[BAREBONES] OnRuneActivated')
    DeepPrintTable(keys)

    local player = PlayerResource:GetPlayer(keys.PlayerID)
    local rune = keys.rune

end

-- A player took damage from a tower
function GameMode:OnPlayerTakeTowerDamage(keys)
    print ('[BAREBONES] OnPlayerTakeTowerDamage')
    DeepPrintTable(keys)

    local player = PlayerResource:GetPlayer(keys.PlayerID)
    local damage = keys.damage
end

-- A player picked a hero
function GameMode:OnPlayerPickHero(keys)
    print ('[BAREBONES] OnPlayerPickHero')
    DeepPrintTable(keys)

    local heroClass = keys.hero
    local heroEntity = EntIndexToHScript(keys.heroindex)
    local player = EntIndexToHScript(keys.player)
end

-- A player killed another player in a multi-team context
function GameMode:OnTeamKillCredit(keys)
    print ('[BAREBONES] OnTeamKillCredit')
    DeepPrintTable(keys)

    local killerPlayer = PlayerResource:GetPlayer(keys.killer_userid)
    local victimPlayer = PlayerResource:GetPlayer(keys.victim_userid)
    local numKills = keys.herokills
    local killerTeamNumber = keys.teamnumber
end

-- An entity died
function GameMode:OnEntityKilled( keys )
    print( '[BAREBONES] OnEntityKilled Called' )
    DeepPrintTable( keys )

    -- The Unit that was Killed
    local killedUnit = EntIndexToHScript( keys.entindex_killed )
    -- The Killing entity
    local killerEntity = nil

    if keys.entindex_attacker ~= nil then
        killerEntity = EntIndexToHScript( keys.entindex_attacker )
    end

    -- Put code here to handle when an entity gets killed
end
 

stranger568

Активный
7 Сен 2015
113
28
bmemov.ru
Проект
Birzha Memov
И еще пожалуйста подскажи что тут не так. Ошибка такая -
barebones.lua:158: attempt to index local 'ply' (a nil value)
stack traceback:
barebones.lua:158: in function <scripts\vscripts\barebones.lua:148>
Посмотреть вложение 1609

Lua:
print ('[BAREBONES] barebones.lua' )

-- GameRules Variables
ENABLE_HERO_RESPAWN = true              -- Should the heroes automatically respawn on a timer or stay dead until manually respawned
UNIVERSAL_SHOP_MODE = false             -- Should the main shop contain Secret Shop items as well as regular items
ALLOW_SAME_HERO_SELECTION = true        -- Should we let people select the same hero as each other

HERO_SELECTION_TIME = 1.0              -- How long should we let people select their hero?
PRE_GAME_TIME = 0.0                    -- How long after people select their heroes should the horn blow and the game start?
POST_GAME_TIME = 60.0                   -- How long should we let people look at the scoreboard before closing the server automatically?
TREE_REGROW_TIME = 60.0                 -- How long should it take individual trees to respawn after being cut down/destroyed?

GOLD_PER_TICK = 100                     -- How much gold should players get per tick?
GOLD_TICK_TIME = 5                      -- How long should we wait in seconds between gold ticks?

RECOMMENDED_BUILDS_DISABLED = false     -- Should we disable the recommened builds for heroes (Note: this is not working currently I believe)
CAMERA_DISTANCE_OVERRIDE = 1134.0        -- How far out should we allow the camera to go?  1134 is the default in Dota

MINIMAP_ICON_SIZE = 1                   -- What icon size should we use for our heroes?
MINIMAP_CREEP_ICON_SIZE = 1             -- What icon size should we use for creeps?
MINIMAP_RUNE_ICON_SIZE = 1              -- What icon size should we use for runes?

RUNE_SPAWN_TIME = 120                    -- How long in seconds should we wait between rune spawns?
CUSTOM_BUYBACK_COST_ENABLED = true      -- Should we use a custom buyback cost setting?
CUSTOM_BUYBACK_COOLDOWN_ENABLED = true  -- Should we use a custom buyback time?
BUYBACK_ENABLED = false                 -- Should we allow people to buyback when they die?

DISABLE_FOG_OF_WAR_ENTIRELY = true      -- Should we disable fog of war entirely for both teams?
USE_STANDARD_HERO_GOLD_BOUNTY = true    -- Should we give gold for hero kills the same as in Dota, or allow those values to be changed?

USE_CUSTOM_TOP_BAR_VALUES = true        -- Should we do customized top bar values or use the default kill count per team?
TOP_BAR_VISIBLE = true                  -- Should we display the top bar score/count at all?
SHOW_KILLS_ON_TOPBAR = true             -- Should we display kills only on the top bar? (No denies, suicides, kills by neutrals)  Requires USE_CUSTOM_TOP_BAR_VALUES

ENABLE_TOWER_BACKDOOR_PROTECTION = false  -- Should we enable backdoor protection for our towers?
REMOVE_ILLUSIONS_ON_DEATH = false       -- Should we remove all illusions if the main hero dies?
DISABLE_GOLD_SOUNDS = false             -- Should we disable the gold sound when players get gold?

END_GAME_ON_KILLS = true                -- Should the game end after a certain number of kills?
KILLS_TO_END_GAME_FOR_TEAM = 50         -- How many kills for a team should signify an end of game?

USE_CUSTOM_HERO_LEVELS = true           -- Should we allow heroes to have custom levels?
MAX_LEVEL = 50                          -- What level should we let heroes get to?
USE_CUSTOM_XP_VALUES = true             -- Should we use custom XP values to level up heroes, or the default Dota numbers?

-- Fill this table up with the required XP per level if you want to change it
XP_PER_LEVEL_TABLE = {}
for i=1,MAX_LEVEL do
    XP_PER_LEVEL_TABLE[i] = i * 100
end

-- Generated from template
if GameMode == nil then
    print ( '[BAREBONES] creating barebones game mode' )
    GameMode = class({})
end

-- This function initializes the game mode and is called before anyone loads into the game
-- It can be used to pre-initialize any values/tables that will be needed later
function GameMode:InitGameMode()
    GameMode = self
    print('[BAREBONES] Starting to load Barebones gamemode...')

    -- Setup rules
    GameRules:SetHeroRespawnEnabled( ENABLE_HERO_RESPAWN )
    GameRules:SetUseUniversalShopMode( UNIVERSAL_SHOP_MODE )
    GameRules:SetSameHeroSelectionEnabled( ALLOW_SAME_HERO_SELECTION )
    GameRules:SetHeroSelectionTime( HERO_SELECTION_TIME )
    GameRules:SetPreGameTime( PRE_GAME_TIME)
    GameRules:SetPostGameTime( POST_GAME_TIME )
    GameRules:SetTreeRegrowTime( TREE_REGROW_TIME )
    GameRules:SetUseCustomHeroXPValues ( USE_CUSTOM_XP_VALUES )
    GameRules:SetGoldPerTick(GOLD_PER_TICK)
    GameRules:SetGoldTickTime(GOLD_TICK_TIME)
    GameRules:SetRuneSpawnTime(RUNE_SPAWN_TIME)
    GameRules:SetUseBaseGoldBountyOnHeroes(USE_STANDARD_HERO_GOLD_BOUNTY)
    GameRules:SetHeroMinimapIconScale( MINIMAP_ICON_SIZE )
    GameRules:SetCreepMinimapIconScale( MINIMAP_CREEP_ICON_SIZE )
    GameRules:SetRuneMinimapIconScale( MINIMAP_RUNE_ICON_SIZE )
    print('[BAREBONES] GameRules set')

    -- Listeners - Event Hooks
    -- All of these events can potentially be fired by the game, though only the uncommented ones have had
    -- Functions supplied for them.
    ListenToGameEvent('dota_player_gained_level', Dynamic_Wrap(GameMode, 'OnPlayerLevelUp'), self)
    ListenToGameEvent('dota_ability_channel_finished', Dynamic_Wrap(GameMode, 'OnAbilityChannelFinished'), self)
    ListenToGameEvent('dota_player_learned_ability', Dynamic_Wrap(GameMode, 'OnPlayerLearnedAbility'), self)
    ListenToGameEvent('entity_killed', Dynamic_Wrap(GameMode, 'OnEntityKilled'), self)
    ListenToGameEvent('player_connect_full', Dynamic_Wrap(GameMode, 'OnConnectFull'), self)
    ListenToGameEvent('player_disconnect', Dynamic_Wrap(GameMode, 'OnDisconnect'), self)
    ListenToGameEvent('dota_item_purchased', Dynamic_Wrap(GameMode, 'OnItemPurchased'), self)
    ListenToGameEvent('dota_item_picked_up', Dynamic_Wrap(GameMode, 'OnItemPickedUp'), self)
    ListenToGameEvent('last_hit', Dynamic_Wrap(GameMode, 'OnLastHit'), self)
    ListenToGameEvent('dota_non_player_used_ability', Dynamic_Wrap(GameMode, 'OnNonPlayerUsedAbility'), self)
    ListenToGameEvent('player_changename', Dynamic_Wrap(GameMode, 'OnPlayerChangedName'), self)
    ListenToGameEvent('dota_rune_activated_server', Dynamic_Wrap(GameMode, 'OnRuneActivated'), self)
    ListenToGameEvent('dota_player_take_tower_damage', Dynamic_Wrap(GameMode, 'OnPlayerTakeTowerDamage'), self)
    ListenToGameEvent('tree_cut', Dynamic_Wrap(GameMode, 'OnTreeCut'), self)
    ListenToGameEvent('entity_hurt', Dynamic_Wrap(GameMode, 'OnEntityHurt'), self)
    ListenToGameEvent('player_connect', Dynamic_Wrap(GameMode, 'PlayerConnect'), self)
    ListenToGameEvent('dota_player_used_ability', Dynamic_Wrap(GameMode, 'OnAbilityUsed'), self)
    ListenToGameEvent('game_rules_state_change', Dynamic_Wrap(GameMode, 'OnGameRulesStateChange'), self)
    ListenToGameEvent('npc_spawned', Dynamic_Wrap(GameMode, 'OnNPCSpawned'), self)
    ListenToGameEvent('dota_player_pick_hero', Dynamic_Wrap(GameMode, 'OnPlayerPickHero'), self)
    ListenToGameEvent('dota_team_kill_credit', Dynamic_Wrap(GameMode, 'OnTeamKillCredit'), self)
    ListenToGameEvent("player_reconnected", Dynamic_Wrap(GameMode, 'OnPlayerReconnect'), self)

    -- Change random seed
    local timeTxt = string.gsub(string.gsub(GetSystemTime(), ':', ''), '0','')
    math.randomseed(tonumber(timeTxt))

    -- Initialized tables for tracking state
    self.vUserIds = {}
    self.vSteamIds = {}
    self.vBots = {}
    self.vBroadcasters = {}

    self.vPlayers = {}
    self.vRadiant = {}
    self.vDire = {}

    self.nRadiantKills = 0
    self.nDireKills = 0

    self.bSeenWaitForPlayers = false

    -- Commands can be registered for debugging purposes or as functions that can be called by the custom Scaleform UI
    Convars:RegisterCommand( "command_example", Dynamic_Wrap(GameMode, 'ExampleConsoleCommand'), "A console command example", 0 )

    print('[BAREBONES] Done loading Barebones gamemode!\n\n')
end

mode = nil

-- This function is called 1 to 2 times as the player connects initially but before they
-- have completely connected
function GameMode:PlayerConnect(keys)
    print('[BAREBONES] PlayerConnect')
    DeepPrintTable(keys)

    if keys.bot == 1 then
        -- This user is a Bot, so add it to the bots table
        self.vBots[keys.userid] = 1
    end
end

-- This function is called once when the player fully connects and becomes "Ready" during Loading
function GameMode:OnConnectFull(keys)
    print ('[BAREBONES] OnConnectFull')
    DeepPrintTable(keys)
    GameMode:CaptureGameMode()

    local entIndex = keys.index+1
    -- The Player entity of the joining user
    local ply = EntIndexToHScript(entIndex)

    -- The Player ID of the joining player
    local playerID = ply:GetPlayerID()

    -- Update the user ID table with this user
    self.vUserIds[keys.userid] = ply

    -- Update the Steam ID table
    self.vSteamIds[PlayerResource:GetSteamAccountID(playerID)] = ply

    -- If the player is a broadcaster flag it in the Broadcasters table
    if PlayerResource:IsBroadcaster(playerID) then
        self.vBroadcasters[keys.userid] = 1
        return
    end
end

-- This function is called as the first player loads and sets up the GameMode parameters
function GameMode:CaptureGameMode()
    if mode == nil then
        -- Set GameMode parameters
        mode = GameRules:GetGameModeEntity()
        mode:SetRecommendedItemsDisabled( RECOMMENDED_BUILDS_DISABLED )
        mode:SetCameraDistanceOverride( CAMERA_DISTANCE_OVERRIDE )
        mode:SetCustomBuybackCostEnabled( CUSTOM_BUYBACK_COST_ENABLED )
        mode:SetCustomBuybackCooldownEnabled( CUSTOM_BUYBACK_COOLDOWN_ENABLED )
        mode:SetBuybackEnabled( BUYBACK_ENABLED )
        mode:SetTopBarTeamValuesOverride ( USE_CUSTOM_TOP_BAR_VALUES )
        mode:SetTopBarTeamValuesVisible( TOP_BAR_VISIBLE )
        mode:SetUseCustomHeroLevels ( USE_CUSTOM_HERO_LEVELS )
        mode:SetCustomHeroMaxLevel ( MAX_LEVEL )
        mode:SetCustomXPRequiredToReachNextLevel( XP_PER_LEVEL_TABLE )

        --mode:SetBotThinkingEnabled( USE_STANDARD_DOTA_BOT_THINKING )
        mode:SetTowerBackdoorProtectionEnabled( ENABLE_TOWER_BACKDOOR_PROTECTION )

        mode:SetFogOfWarDisabled(DISABLE_FOG_OF_WAR_ENTIRELY)
        mode:SetGoldSoundDisabled( DISABLE_GOLD_SOUNDS )
        mode:SetRemoveIllusionsOnDeath( REMOVE_ILLUSIONS_ON_DEATH )

        self:OnFirstPlayerLoaded()
    end
end

-- This is an example console command
function GameMode:ExampleConsoleCommand()
    print( '******* Example Console Command ***************' )
    local cmdPlayer = Convars:GetCommandClient()
    if cmdPlayer then
        local playerID = cmdPlayer:GetPlayerID()
        if playerID ~= nil and playerID ~= -1 then
            -- Do something here for the player who called this command
            PlayerResource:ReplaceHeroWith(playerID, "npc_dota_hero_viper", 1000, 1000)
        end
    end
    print( '*********************************************' )
end

--[[
  This function should be used to set up Async precache calls at the beginning of the game.  The Precache() function
  in addon_game_mode.lua used to and may still sometimes have issues with client's appropriately precaching stuff.
  If this occurs it causes the client to never precache things configured in that block.

  In this function, place all of your PrecacheItemByNameAsync and PrecacheUnitByNameAsync.  These calls will be made
  after all players have loaded in, but before they have selected their heroes. PrecacheItemByNameAsync can also
  be used to precache dynamically-added datadriven abilities instead of items.  PrecacheUnitByNameAsync will
  precache the precache{} block statement of the unit and all precache{} block statements for every Ability#
  defined on the unit.

  This function should only be called once.  If you want to/need to precache more items/abilities/units at a later
  time, you can call the functions individually (for example if you want to precache units in a new wave of
  holdout).
]]
function GameMode:PostLoadPrecache()
    print("[BAREBONES] Performing Post-Load precache")

end

--[[
  This function is called once and only once as soon as the first player (almost certain to be the server in local lobbies) loads in.
  It can be used to initialize state that isn't initializeable in InitGameMode() but needs to be done before everyone loads in.
]]
function GameMode:OnFirstPlayerLoaded()
    print("[BAREBONES] First Player has loaded")
end

--[[
  This function is called once and only once after all players have loaded into the game, right as the hero selection time begins.
  It can be used to initialize non-hero player state or adjust the hero selection (i.e. force random etc)
]]
function GameMode:OnAllPlayersLoaded()
    print("[BAREBONES] All Players have loaded into the game")
end

--[[
  This function is called once and only once for every player when they spawn into the game for the first time.  It is also called
  if the player's hero is replaced with a new hero for any reason.  This function is useful for initializing heroes, such as adding
  levels, changing the starting gold, removing/adding abilities, adding physics, etc.

  The hero parameter is the hero entity that just spawned in.
]]
function GameMode:OnHeroInGame(hero)
    print("[BAREBONES] Hero spawned in game for first time -- " .. hero:GetUnitName())

    -- Store a reference to the player handle inside this hero handle.
    hero.player = PlayerResource:GetPlayer(hero:GetPlayerID())
    -- Store the player's name inside this hero handle.
    hero.playerName = PlayerResource:GetPlayerName(hero:GetPlayerID())
    -- Store this hero handle in this table.
    table.insert(self.vPlayers, hero)

    -- This line for example will set the starting gold of every hero to 500 unreliable gold
    hero:SetGold(500, false)

    -- These lines will create an item and add it to the player, effectively ensuring they start with the item
    local item = CreateItem("item_example_item", hero, hero)
    hero:AddItem(item)
end

--[[
    This function is called once and only once when the game completely begins (about 0:00 on the clock).  At this point,
    gold will begin to go up in ticks if configured, creeps will spawn, towers will become damageable etc.  This function
    is useful for starting any game logic timers/thinkers, beginning the first round, etc.
]]
function GameMode:OnGameInProgress()
    print("[BAREBONES] The game has officially begun")

    Timers:CreateTimer(30, function() -- Start this timer 30 game-time seconds later
        --print("This function is called 30 seconds after the game begins, and every 30 seconds thereafter")
        return 30.0 -- Rerun this timer every 30 game-time seconds
    end)
end

-- Cleanup a player when they leave
function GameMode:OnDisconnect(keys)
    print('[BAREBONES] Player Disconnected ' .. tostring(keys.userid))
    DeepPrintTable(keys)

    local name = keys.name
    local networkid = keys.networkid
    local reason = keys.reason
    local userid = keys.userid
end

-- The overall game state has changed
function GameMode:OnGameRulesStateChange(keys)
    print("[BAREBONES] GameRules State Changed")
    DeepPrintTable(keys)

    local newState = GameRules:State_Get()
    if newState == DOTA_GAMERULES_STATE_WAIT_FOR_PLAYERS_TO_LOAD then
        self.bSeenWaitForPlayers = true
    elseif newState == DOTA_GAMERULES_STATE_INIT then
        Timers:RemoveTimer("alljointimer")
    elseif newState == DOTA_GAMERULES_STATE_HERO_SELECTION then
        local et = 6
        if self.bSeenWaitForPlayers then
            et = .01
        end
        Timers:CreateTimer("alljointimer", {
            useGameTime = true,
            endTime = et,
            callback = function()
                if PlayerResource:HaveAllPlayersJoined() then
                    GameMode:PostLoadPrecache()
                    GameMode:OnAllPlayersLoaded()
                    return
                end
                return 1
            end})
    elseif newState == DOTA_GAMERULES_STATE_GAME_IN_PROGRESS then
        GameMode:OnGameInProgress()
    end
end

-- An NPC has spawned somewhere in game.  This includes heroes
function GameMode:OnNPCSpawned(keys)
    print("[BAREBONES] NPC Spawned")
    DeepPrintTable(keys)
    local npc = EntIndexToHScript(keys.entindex)

    if npc:IsRealHero() and npc.bFirstSpawned == nil then
        npc.bFirstSpawned = true
        GameMode:OnHeroInGame(npc)
    end
end

-- An entity somewhere has been hurt.  This event fires very often with many units so don't do too many expensive
-- operations here
function GameMode:OnEntityHurt(keys)
    --print("[BAREBONES] Entity Hurt")
    --DeepPrintTable(keys)
    local entCause = EntIndexToHScript(keys.entindex_attacker)
    local entVictim = EntIndexToHScript(keys.entindex_killed)
end

-- An item was picked up off the ground
function GameMode:OnItemPickedUp(keys)
    print ( '[BAREBONES] OnItemPurchased' )
    DeepPrintTable(keys)

    local heroEntity = EntIndexToHScript(keys.HeroEntityIndex)
    local itemEntity = EntIndexToHScript(keys.ItemEntityIndex)
    local player = PlayerResource:GetPlayer(keys.PlayerID)
    local itemname = keys.itemname
end

-- A player has reconnected to the game.  This function can be used to repaint Player-based particles or change
-- state as necessary
function GameMode:OnPlayerReconnect(keys)
    print ( '[BAREBONES] OnPlayerReconnect' )
    DeepPrintTable(keys)
end

-- An item was purchased by a player
function GameMode:OnItemPurchased( keys )
    print ( '[BAREBONES] OnItemPurchased' )
    DeepPrintTable(keys)

    -- The playerID of the hero who is buying something
    local plyID = keys.PlayerID
    if not plyID then return end

    -- The name of the item purchased
    local itemName = keys.itemname

    -- The cost of the item purchased
    local itemcost = keys.itemcost

end

-- An ability was used by a player
function GameMode:OnAbilityUsed(keys)
    print('[BAREBONES] AbilityUsed')
    DeepPrintTable(keys)

    local player = EntIndexToHScript(keys.PlayerID)
    local abilityname = keys.abilityname
end

-- A non-player entity (necro-book, chen creep, etc) used an ability
function GameMode:OnNonPlayerUsedAbility(keys)
    print('[BAREBONES] OnNonPlayerUsedAbility')
    DeepPrintTable(keys)

    local abilityname=  keys.abilityname
end

-- A player changed their name
function GameMode:OnPlayerChangedName(keys)
    print('[BAREBONES] OnPlayerChangedName')
    DeepPrintTable(keys)

    local newName = keys.newname
    local oldName = keys.oldName
end

-- A player leveled up an ability
function GameMode:OnPlayerLearnedAbility( keys)
    print ('[BAREBONES] OnPlayerLearnedAbility')
    DeepPrintTable(keys)

    local player = EntIndexToHScript(keys.player)
    local abilityname = keys.abilityname
end

-- A channelled ability finished by either completing or being interrupted
function GameMode:OnAbilityChannelFinished(keys)
    print ('[BAREBONES] OnAbilityChannelFinished')
    DeepPrintTable(keys)

    local abilityname = keys.abilityname
    local interrupted = keys.interrupted == 1
end

-- A player leveled up
function GameMode:OnPlayerLevelUp(keys)
    print ('[BAREBONES] OnPlayerLevelUp')
    DeepPrintTable(keys)

    local player = EntIndexToHScript(keys.player)
    local level = keys.level
end

-- A player last hit a creep, a tower, or a hero
function GameMode:OnLastHit(keys)
    print ('[BAREBONES] OnLastHit')
    DeepPrintTable(keys)

    local isFirstBlood = keys.FirstBlood == 1
    local isHeroKill = keys.HeroKill == 1
    local isTowerKill = keys.TowerKill == 1
    local player = PlayerResource:GetPlayer(keys.PlayerID)
end

-- A tree was cut down by tango, quelling blade, etc
function GameMode:OnTreeCut(keys)
    print ('[BAREBONES] OnTreeCut')
    DeepPrintTable(keys)

    local treeX = keys.tree_x
    local treeY = keys.tree_y
end

-- A rune was activated by a player
function GameMode:OnRuneActivated (keys)
    print ('[BAREBONES] OnRuneActivated')
    DeepPrintTable(keys)

    local player = PlayerResource:GetPlayer(keys.PlayerID)
    local rune = keys.rune

end

-- A player took damage from a tower
function GameMode:OnPlayerTakeTowerDamage(keys)
    print ('[BAREBONES] OnPlayerTakeTowerDamage')
    DeepPrintTable(keys)

    local player = PlayerResource:GetPlayer(keys.PlayerID)
    local damage = keys.damage
end

-- A player picked a hero
function GameMode:OnPlayerPickHero(keys)
    print ('[BAREBONES] OnPlayerPickHero')
    DeepPrintTable(keys)

    local heroClass = keys.hero
    local heroEntity = EntIndexToHScript(keys.heroindex)
    local player = EntIndexToHScript(keys.player)
end

-- A player killed another player in a multi-team context
function GameMode:OnTeamKillCredit(keys)
    print ('[BAREBONES] OnTeamKillCredit')
    DeepPrintTable(keys)

    local killerPlayer = PlayerResource:GetPlayer(keys.killer_userid)
    local victimPlayer = PlayerResource:GetPlayer(keys.victim_userid)
    local numKills = keys.herokills
    local killerTeamNumber = keys.teamnumber
end

-- An entity died
function GameMode:OnEntityKilled( keys )
    print( '[BAREBONES] OnEntityKilled Called' )
    DeepPrintTable( keys )

    -- The Unit that was Killed
    local killedUnit = EntIndexToHScript( keys.entindex_killed )
    -- The Killing entity
    local killerEntity = nil

    if keys.entindex_attacker ~= nil then
        killerEntity = EntIndexToHScript( keys.entindex_attacker )
    end

    -- Put code here to handle when an entity gets killed
end

Не совсем понимаю зачем у тебя идет keys.index + 1 и надо проверить ply что существует

Lua:
function GameMode:OnConnectFull(keys)
    print ('[BAREBONES] OnConnectFull')
    DeepPrintTable(keys)
    GameMode:CaptureGameMode()

    local entIndex = keys.index
    local ply = EntIndexToHScript(entIndex)

    if ply == nil then
        return
    end

    -- The Player ID of the joining player
    local playerID = ply:GetPlayerID()

    -- Update the user ID table with this user
    self.vUserIds[keys.userid] = ply

    -- Update the Steam ID table
    self.vSteamIds[PlayerResource:GetSteamAccountID(playerID)] = ply

    -- If the player is a broadcaster flag it in the Broadcasters table
    if PlayerResource:IsBroadcaster(playerID) then
        self.vBroadcasters[keys.userid] = 1
        return
    end
end
 

Meowluv

Пользователь
28 Июн 2022
13
0
Проект
Hard TD
Не совсем понимаю зачем у тебя идет keys.index + 1 и надо проверить ply что существует

Lua:
function GameMode:OnConnectFull(keys)
    print ('[BAREBONES] OnConnectFull')
    DeepPrintTable(keys)
    GameMode:CaptureGameMode()

    local entIndex = keys.index
    local ply = EntIndexToHScript(entIndex)

    if ply == nil then
        return
    end

    -- The Player ID of the joining player
    local playerID = ply:GetPlayerID()

    -- Update the user ID table with this user
    self.vUserIds[keys.userid] = ply

    -- Update the Steam ID table
    self.vSteamIds[PlayerResource:GetSteamAccountID(playerID)] = ply

    -- If the player is a broadcaster flag it in the Broadcasters table
    if PlayerResource:IsBroadcaster(playerID) then
        self.vBroadcasters[keys.userid] = 1
        return
    end
end
Спасибо помогло.
 

димон

Новичок
6 Янв 2022
2
0
Проект
Делаю Кастомку Рпг
Помогите пожалуйста,как сделать например 2 волны крипов с разных сторон, скиньте луа файлик пожалуйста ;) Хочу просто добавить вторую функцыю на спавн крипов в другом месте ПОМОГИТЕ
 
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