• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Trigger] Acquiring an item, quest completion.

Status
Not open for further replies.
Level 7
Joined
Dec 8, 2008
Messages
243
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.

  • Events
    • Unit - A unit enters Muhr chat <gen>
  • Conditions
    • ((Triggering unit) is A Hero) Equal to True
  • Actions
    • Quest - Create a Optional quest titled Muhr's Wedding Ring with the description Find and return Muh..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
    • Set QUEST_4_OPTIONAL_START = (Last created quest)
    • Quest - Display to (All players) the Quest Update message: Muhr: 'Oh, woe is m...
    • Special Effect - Create a special effect attached to the overhead of Muhr (Female) 0001 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    • Set QUEST4_Special_Effect = (Last created special effect)
    • Trigger - Turn on Quest 4 OPTIONAL Ring Muhr END <gen>
    • Trigger - Turn off (This trigger)
If hero enters region around unit; quest is obtained and variable is set.

  • Events
    • Unit - A unit enters Alexus Talk <gen>
  • Conditions
    • ((Triggering unit) is A Hero) Equal to True
    • (Item-class of (Item being manipulated)) Equal to (Item-class of QUEST_4_ITEM_ring)
  • Actions
    • Item - Create Muhr's Wedding Ring at (Center of Alexus Talk <gen>)
    • Set QUEST_4_ITEM_ring = (Last created item)
    • Quest - Display to (All players) the Quest Update message: Alexus: 'I found th...
    • Trigger - Turn on Quest 3 OPTIONAL Ring Borro Alternative <gen>
    • Trigger - Turn off (This trigger)
If hero enters region, create item in center of region which trigger made the item drop in the first place.

  • Quest 4 OPTIONAL Ring Muhr Alternative
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Triggering unit) Equal to Muhr (Female) 0001 <gen>
      • (Item-class of (Item being manipulated)) Equal to (Item-class of QUEST_4_ITEM_ring)
    • Actions
      • Quest - Display to (All players) the Quest Completed message: Muhr: 'Thank you ki...
      • Quest - Mark QUEST_4_OPTIONAL_START as Completed
      • Player - Add 50 to Player 1 (Red) Current gold
      • Player - Add 50 to Player 2 (Blue) Current gold
      • Player - Add 50 to Player 3 (Teal) Current gold
      • Player - Add 50 to Player 4 (Purple) Current gold
      • Player - Add 50 to Player 5 (Yellow) Current gold
      • Player - Add 50 to Player 6 (Orange) Current gold
      • Player - Add 50 to Player 7 (Green) Current gold
      • Player - Add 50 to Player 8 (Pink) Current gold
      • Player - Add 50 to Player 9 (Gray) Current gold
      • Player - Add 50 to Player 10 (Light Blue) Current gold
      • Special Effect - Destroy QUEST4_Special_Effect
      • Trigger - Turn off (This trigger)
Unit obtains item and quest is completed.

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.
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
  • Events
    • Unit - A unit enters Alexus Talk <gen>
  • Conditions
    • ((Triggering unit) is A Hero) Equal to True
    • (Item-class of (Item being manipulated)) Equal to (Item-class of QUEST_4_ITEM_ring)
  • Actions
    • Item - Create Muhr's Wedding Ring at (Center of Alexus Talk <gen>)
    • Set QUEST_4_ITEM_ring = (Last created item)
    • Quest - Display to (All players) the Quest Update message: Alexus: 'I found th...
    • Trigger - Turn on Quest 3 OPTIONAL Ring Borro Alternative <gen>
    • Trigger - Turn off (This trigger)
The <Item class of...> fails since there isn't an event that is related to an item. You may want to replace that check with one that checks if the unit is carrying that item type.
 
Level 7
Joined
Dec 8, 2008
Messages
243
Internet died just before I could edit my post, then I had to leave for work, so this is a late reply. I don't quiet understand after all. However, I don't think
  • (Item-class of (Item being manipulated)) Equal to (Item-class of QUEST_4_ITEM_ring)
is neccasary at all (because the condition for the required item ((the required item at this point hasn't been made)) - but regardless the item is spawned. Perhaps the turn off trigger wasn't activating properly? I don't think this could be right though.

Also the unit doesnt drop the item, the item is spawned from a region.
 
Level 7
Joined
Dec 8, 2008
Messages
243
You may want to replace that check with one that checks if the unit is carrying that item type.

If you mean like this...
  • Quest 4 OPTIONAL Ring Muhr END
    • Events
      • Unit - A unit enters Alexus Talk <gen>
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Item - Create Muhr's Wedding Ring at (Center of Alexus Talk <gen>)
      • Set QUEST_4_ITEM_ring = (Last created item)
      • Quest - Display to (All players) the Quest Update message: Alexus: 'I found th...
      • Trigger - Turn on Quest 3 OPTIONAL Ring Borro Alternative <gen>
      • Trigger - Turn off (This trigger)
It didn't work.
 
Level 7
Joined
Dec 8, 2008
Messages
243
Alright, so:

1) The quest is successfully created
2) The item is created successfully
3) The "unit acquires item" trigger fails

Is this correct? What's the problem again, and what do you want to make happen?

Late reply, appoligies. First off thats 100% correct @ 1,2,3. I'm trying to trigger it so the quest completes. What I think is happening is when the item is created, since it's created by a region, it loses it's properties, meaning it doesn't trigger the action.
 
Level 7
Joined
Dec 8, 2008
Messages
243
Ok, thanks. I think what I ment by The "unit acquires item" trigger fails, is that the unit at the end which the player gives the item to, trigger fails, but I'll try this anyway.
 
Status
Not open for further replies.
Top