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3 quick questions...just started with World Editor

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Level 3
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1) In the world editor I am trying to add floating text in 8 locations, 4 on the top of my map and 4 on the bottom. When I load up the map, the top 4 appear but the bottom 4 don't. The triggers are the exact same...What is going wrong?

2)How do you make something a tower for a TD?

3)How can I make a farm produce creeps?
 
Level 21
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Answer to question 3 - if I understood it well
  • Creepspawn
    • Events
      • Time - Every 15.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Farm)) and do (Actions)
        • Loop - Actions
          • Set FarmLocation = (Position of (Picked unit))
          • Unit - Create 1 Creepunit for (Owner of (Picked unit)) at FarmLocation facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_FarmLocation)
Used Variables:
FarmLocation = Point Variable, no array, no initial value.

That trigger will spawn 1 creepunit at every farm every 15 seconds.
 
Level 3
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Post triggers.

Either base it off a structure or go to Stats- Is a Building

Explain.

and welcome to the hive *cues Wolverabid*
--donut3.5--
Triggers--
  • Floating Text - Create floating text that reads P1 at (Center of p1send <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
  • Floating Text - Create floating text that reads P2 at (Center of p2send <gen>) with Z offset 0.00, using font size 10.00, color (0.00%, 0.00%, 100.00%), and 0.00% transparency
  • Floating Text - Create floating text that reads P3 at (Center of p3send <gen>) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 100.00%), and 0.00% transparency
  • Floating Text - Create floating text that reads P4 at (Center of p4send <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 100.00%), and 0.00% transparency
  • Floating Text - Create floating text that reads P5 at (Center of p5send <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 50.00%, 0.00%), and 0.00% transparency
  • Floating Text - Create floating text that reads P6 at (Center of p6send <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 75.00%, 0.00%), and 0.00% transparency
  • Floating Text - Create floating text that reads P7 at (Center of p7send <gen>) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Floating Text - Create floating text that reads P8 at (Center of p8send <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 50.00%), and 0.00% transparency
Only the last 4 work, and the rest don't.
 
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Answer to question 3 - if I understood it well
  • Creepspawn
    • Events
      • Time - Every 15.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Farm)) and do (Actions)
        • Loop - Actions
          • Set FarmLocation = (Position of (Picked unit))
          • Unit - Create 1 Creepunit for (Owner of (Picked unit)) at FarmLocation facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_FarmLocation)
Used Variables:
FarmLocation = Point Variable, no array, no initial value.

That trigger will spawn 1 creepunit at every farm every 15 seconds.

What I meant was that you make a farm create units, like how the waygate is the final creep sender in Hero Line Wars. I want the farm to become a creep sender.
 
Level 21
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Never played that map... so that's not what you want? tell me more exactly what should happen once you have build a farm and the exact interaction between the player and the farm (does the player have to do anything else but build the farm?)

Right now, once a farm is build, it'll start creating creeps automatically. To give them an automatic order, just add:
Actions: Unit - issue an order targetting a point
for example: unit - order last created unit to attack/move to region 001
 
Level 2
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  • Creepspawn
    • Actions
      • Custom script: call RemoveLocation(udg_FarmLocation)

Just to ask for what is this action?
 
To dont create a memory leak.
Leaks are nothing in singleplayer, but is the worst nightmare of a multiplayer game.

Never make a trigger by this way:

Unit - Create 1 unit at "Region 001"

You have to create a location variable, set this variable the center of the region, do the trigger, and destroy the variable by this way:

Variable - Set CreepSpawn center of Region 001
unit - create 1 unit at CreepSpawn
Custom Script: callRemoveLocation(udg_CreepSpawn)
 
Level 3
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Jun 18, 2007
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Hey, i have floating text as well in specific locations and for some reason certain ones wont work at all when i had them colored. So for the ones that dont work. instead of specifying a color using the percentage color changers in the trigger itself, just put them all back to default (all 100%) and then use actual color codes in the message. For example the first text trigger is:
  • Floating Text - Create floating text that reads P1 at (Center of p1send <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Since you have only the first one at 100% that means you want it to be red, so what we do is instead of using the triggers color changer, use color codes (they can be found here or you can simply open something like some kind of a paintshop and get the HTML color code which works fine as well) in the word message
Example:
  • Floating Text - Create floating text that reads |c00FF0000P1|r at (Center of p1send <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
And then they should work fine (hopefully) Good Luck:infl_thumbs_up:
MAKE SURE that you put the "|c00" FIRST then insert the color code and follow it with the "|r"
 
Level 21
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To dont create a memory leak.
Leaks are nothing in singleplayer, but is the worst nightmare of a multiplayer game.

Never make a trigger by this way:

Unit - Create 1 unit at "Region 001"

You have to create a location variable, set this variable the center of the region, do the trigger, and destroy the variable by this way:

Variable - Set CreepSpawn center of Region 001
unit - create 1 unit at CreepSpawn
Custom Script: callRemoveLocation(udg_CreepSpawn)


is "region 001" a problem? I thought only things like "position of triggering unit" but not predefined regions...
 
Level 3
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Jul 13, 2007
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Hey, i have floating text as well in specific locations and for some reason certain ones wont work at all when i had them colored. So for the ones that dont work. instead of specifying a color using the percentage color changers in the trigger itself, just put them all back to default (all 100%) and then use actual color codes in the message. For example the first text trigger is:
  • Floating Text - Create floating text that reads P1 at (Center of p1send <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Since you have only the first one at 100% that means you want it to be red, so what we do is instead of using the triggers color changer, use color codes (they can be found here or you can simply open something like some kind of a paintshop and get the HTML color code which works fine as well) in the word message
Example:
  • Floating Text - Create floating text that reads |c00FF0000P1|r at (Center of p1send <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
And then they should work fine (hopefully) Good Luck:infl_thumbs_up:
MAKE SURE that you put the "|c00" FIRST then insert the color code and follow it with the "|r"

This works! Thank you and thank everyone else for the help! I will help others as I get better and maybe request more help, but besides that, Thanks Everyone.
 
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