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A possibly odd question.

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Okay, so I'm attempting to make a Soul Reaver/LoK campaign. And an important part of those games is Raziel's ability to shift from the material and spectral realms.
I was curious if you could do something like that with the world editor? Like, say can a trigger be created that upon a unit's death/ reaching a circle of power, the map is changed? And get to circle's of power in that world and change back to the original map? I know they do things like that in the warcraft game with Rexxar (Rexarr?) but can you do that with death's too is more what I'm asking, and what triggers would you use?
 
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Unfortunatly there's no easy ways of doing it, although this might not be of your ressources, you can make half of the map as one "realm" and the remaining half as the other "realm" and force the unit to move to one place and vice versa.

This is nowhere near the complete way of doing it, but it's the basic idea. If you think you're good enough just tell me and I'll explain the rest.
 
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I think I can manage the terrain bit of it, but Triggers have always given me issues. I tried doing some quest triggers earlier and when I'd test the map, it'd say I failed the quest, so I removed the fail part of it, then it'd say I completed it... so I got rid of all triggers and it went back to normal, but took away enemy AI as well... so I'm probably going to restart the map completely anyway.
 
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You can change the terrain, the terrain fog, and remove and place doodads with triggers. This could create the effect of being in a new place. The first two are under environment, the last one is under destructibles.

To change terrain:

  • Event: Unit dies (or whatever)
  • Conditions: None
  • Actions: Environment - Change terrain type at (Center of(Wherever) to (Whatever)
Terrain fog:

  • Events: Unit dies (or something)
  • Conditions:
  • Actions: Environment - Set fog (you might want to make it blue, or dark grey so it looks spooky. Remember to put the Z start at zero.)
Changing the Doodads: (This can be used to switch all the green trees with snowy trees, or something.

  • Events: Unit dies (or something)
  • Conditions:
  • Actions: Destructible - Pick every destructible in Region(Playable map area) and do (Destructible- Remove(Picked Destructible))
Then you would want to turn on a trigger that places a bunch of random trees. That would just be, every .1 seconds, create Tree at random point in playable map area.

Hope this helps.
 
Level 2
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Nov 17, 2008
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well u could do what i recommended to my friend for his map.

however there is a flaw;

all regions must look the same otherwise they get confused.


first make one region of terrain. using a mpq editor take the mini map picture out and save it somewhere.

finish making ur terrain with the other regions

put in regions u know region editor for all of the regions of terrain u made.

u might also want to place the circle of powers around.

now in trigger editor;
u will need something that look like this.

Untitled Trigger 001
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Camera - Set the camera bounds for (Player((Integer A))) to starting region

then

Untitled Trigger 002
Events
Unit - A unit comes within 200.00 of teleport to region 1
Conditions
Actions
Camera - Set the camera bounds for (Owner of (Triggering unit)) to region 1

Untitled Trigger 003
Events
Unit - A unit comes within 200.00 of teleport to region 2
Conditions
Actions
Camera - Set the camera bounds for (Owner of (Triggering unit)) to region 2

of course u need to continue for x regions. also u need to make sure there is some bounty and no terrain between these regions.

then finally
put the picture over the new one it has created there should be all good.


or

Untitled Trigger 004
Events
Unit - A unit comes within 200.00 of No unit
Conditions
Actions
Environment - Change terrain type at (Center of (Playable map area)) to (ur new terrain type) using variation -1 in an area of size (ur map size /2 + 1 or outrageously high size) and shape Square


both work depending on how u want ur map will depend on what u will use.
 
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