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How Do I Open/Close Gate using...

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Jun 3, 2007
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Hi, I've noticed on some of the custom campaigns that I've played on battle.net that you can open/or close a gate by just typing for example, -close or -open
So now I'm making myself a map and I want to know how you can do just that!

like where in the Trigger Editor do I have to go to do that?
any help is appreciated and thank you VERY MUCH in advanced! :grin:
 
If you can't find the exact triggers:

Event: Player #(Color) types a message message matching "-open" as an exact match.
Action: Open Gate Gate###

You'll need to select the gate, and if you want LoaP type things where only an owner can get in, then it'll be much more complicated.
 
Not really, just this:

  • Helping Teh Noobies
    • Events
      • Player - Player 1 (Red) types a chat message containing -open gate as An exact match
      • Player - Player 2 (Blue) types a chat message containing -open gate as An exact match
      • Player - Player 4 (Purple) types a chat message containing -open gate as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -open gate as An exact match
      • Player - Player 6 (Orange) types a chat message containing -open gate as An exact match
      • Player - Player 8 (Pink) types a chat message containing -open gate as An exact match
      • Player - Player 9 (Gray) types a chat message containing -open gate as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -open gate as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -open gate as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -open gate as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 1 (Red)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0049 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 2 (Blue)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0050 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 3 (Teal)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0051 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 4 (Teal)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0052 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 5 (Yellow)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0053 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 6 (Orange)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0054 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 7 (Green)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0055 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 8 (Pink)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0056 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 9 (Gray)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0057 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 10 (Dark Green)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0058 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 11 (Dark Green)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0059 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 12 (Dark Green)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0060 <gen>
        • Else - Actions
Then just add/subtract gates to the if/then/elses each one of these could aternatively be in a seperate trigger though, or you could make a trigger for each gate you have then check if the player owns the COP by it. There are a ton of ways do this, some simpler then others.
 
That's one hell of a long trigger that could easily be loop-able...

Events: Same as Gost's
Conditions: none
Actions:
Loop - For each Integer A from 1 to 12 do:
If (Triggering Player) equal to Player [Integer A] // Convert player index to integer
Then: open Gate [Integer A]
Else: Do nothing

Gate [Integer] is a Destructible variable with an array of 12. Each gate should be added to the destructible variable at map initialization...

(I like to keep it short...)
 
Yea true i could have done the for each interger A and d that be the player number.
 
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