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Trigger Help

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Level 4
Joined
Feb 27, 2010
Messages
95
Ok heres the situation.
I want to make a job where you take chicken, cook it, cut it, put it in soup, then serve it.
Each of these steps has a seperate item.
Step 1:take chicken-Chicken
Step 2:Cook it-Cooked Chicken
Step 3:Cut it-Cut Up Chicken
Step 4:Sever It-Chicken soup
How do I prevent the Chicken in step 1 from respawning before the entire process is complete?
I just lost about an hour of work trying to look at another map that crashed world editor. :cry: so, as you can imagine, patience is something I lack right now and I would like an answer to this ASAP.
 
Level 7
Joined
May 28, 2009
Messages
241
1. make a chicken item
2. when the unit carrying the chicken comes close to the pot (unit enters region) the item dissapears for a few seconds (perhaps) later to be a cooked chicken (added to inventory).
3. Do same as 2 but with a cutting table.
4. same as 2

If you want it more realistic a chicken unit can drop the chicken item on death

Make a boolean variable that is checked (true) every time a chicken is killed, and is unchecked (false) when the chicken is finished.
 
Level 6
Joined
Mar 22, 2009
Messages
276
You must have a trigger that checks if there is a unit carrying that chicken Item.
You can set a global boolean variable for that.
It goes like this:
  • DisablesChickenRespawn
    • Events
      • Unit - A unit acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Chicken
    • Actions
      • Set Chicken = True
ChickenBoolean is just a variable, type boolean.
There must also be another trigger to turn the ChickenBoolean back to false.
Like:
  • EnablesChickenRespawn
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Chicken
    • Actions
      • Set ChickenBoolean = False
Then in your chicken respawn trigger you must add the boolean condition
" if ChickenBoolean equal to False".
 
Level 4
Joined
Feb 27, 2010
Messages
95
Alright, now it won't let me add a quit job trigger for some reason.
When I type -quit job it doesn't do anything.
Heres what I got...
Events
Player- (Owner of Chef Job 0005 <gen>) types a chat message containing -quit job as an exact match
Actions
Unit-Change ownership of Chef Job 0005 <gen> to Neutral Passive and Change color
Item-Remove (Random item in Castle chicken spawn<gen>)
Item-Remove (Random item in Castle oven<gen>)
Item-Remove (Random item in Castle counter<gen>)
Item-Remove (Random item in Castle soup<gen>)
Item-Remove (Item carried by CastleKitchenItemRemove of type Chicken<gen>)
Item-Remove (Item carried by CastleKitchenItemRemove of type Chicken)
Item-Remove (Item carried by CastleKitchenItemRemove of type Chicken soup)
Item-Remove (Item carried by CastleKitchenItemRemove of type Cooked Chicken)
Item-Remove (Item carried by CastleKitchenItemRemove of type Cut Up Chicken)

Note:
CastleKitchenItemRemove is a unit variable set to the hero that takes the job.
 
  • Events
  • Unit - A unit aquires an item
  • Conditions
  • Or (Any conditions are true)
    • Item type of (Item being manipulated) equal to BLAH1
    • Item type of (Item being manipulated) equal to BLAH2
    • Item type of (Item being manipulated) equal to BLAH3
  • Owner of (Triggering unit) Not equal to (Owner of(Chef Job 0005 <gen> ))
  • Actions
  • Drop (Item being manipulated) from (Triggering Unit)
Actions
 
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