I'm reletively new to map making and believe me; I hate to ask for help, but I can't seem to work my way around this.
Realistically I can't see anything wrong with these triggers. I've a quest exactly the same as this except the item is spawned on obtaining the quest and not dropped shortly after, by another unit/region. I've got a hunch on what it is; spawning an item by a trigger/region removes it's properties, so if I give the item to the unit, nothing will happen.
-sigh- Again, I hate to ask. It's not that intense a trigger. It's a starting game quest, so, it's not that long, ect.
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Events
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Unit - A unit enters Muhr chat <gen>
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Conditions
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((Triggering unit) is A Hero) Equal to True
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Actions
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Quest - Create a Optional quest titled Muhr's Wedding Ring with the description Find and return Muh..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
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Set QUEST_4_OPTIONAL_START = (Last created quest)
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Quest - Display to (All players) the Quest Update message: Muhr: 'Oh, woe is m...
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Special Effect - Create a special effect attached to the overhead of Muhr (Female) 0001 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
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Set QUEST4_Special_Effect = (Last created special effect)
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Trigger - Turn on Quest 4 OPTIONAL Ring Muhr END <gen>
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Trigger - Turn off (This trigger)
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Events
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Unit - A unit enters Alexus Talk <gen>
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Conditions
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((Triggering unit) is A Hero) Equal to True
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(Item-class of (Item being manipulated)) Equal to (Item-class of QUEST_4_ITEM_ring)
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Actions
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Item - Create Muhr's Wedding Ring at (Center of Alexus Talk <gen>)
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Set QUEST_4_ITEM_ring = (Last created item)
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Quest - Display to (All players) the Quest Update message: Alexus: 'I found th...
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Trigger - Turn on Quest 3 OPTIONAL Ring Borro Alternative <gen>
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Trigger - Turn off (This trigger)
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Quest 4 OPTIONAL Ring Muhr Alternative
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Events
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Unit - A unit Acquires an item
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Conditions
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(Triggering unit) Equal to Muhr (Female) 0001 <gen>
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(Item-class of (Item being manipulated)) Equal to (Item-class of QUEST_4_ITEM_ring)
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Actions
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Quest - Display to (All players) the Quest Completed message: Muhr: 'Thank you ki...
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Quest - Mark QUEST_4_OPTIONAL_START as Completed
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Player - Add 50 to Player 1 (Red) Current gold
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Player - Add 50 to Player 2 (Blue) Current gold
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Player - Add 50 to Player 3 (Teal) Current gold
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Player - Add 50 to Player 4 (Purple) Current gold
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Player - Add 50 to Player 5 (Yellow) Current gold
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Player - Add 50 to Player 6 (Orange) Current gold
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Player - Add 50 to Player 7 (Green) Current gold
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Player - Add 50 to Player 8 (Pink) Current gold
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Player - Add 50 to Player 9 (Gray) Current gold
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Player - Add 50 to Player 10 (Light Blue) Current gold
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Special Effect - Destroy QUEST4_Special_Effect
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Trigger - Turn off (This trigger)
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Realistically I can't see anything wrong with these triggers. I've a quest exactly the same as this except the item is spawned on obtaining the quest and not dropped shortly after, by another unit/region. I've got a hunch on what it is; spawning an item by a trigger/region removes it's properties, so if I give the item to the unit, nothing will happen.
-sigh- Again, I hate to ask. It's not that intense a trigger. It's a starting game quest, so, it's not that long, ect.