- Joined
- Aug 19, 2008
- Messages
- 491
Create a sucessfull timer with window
So the tutorial is done... not even close to what I hoped it would be since it's quite simple and short. Wish I could post a tutorial on a more usable topic since anyone engaged enough in world editing can do this by him/her -self.
If any admin see this, don't waste your time with a review. Even if it would pass the test the, as I said, topic isn't very interesting or useful.
Also, this is a reupload. I made this in August (I think at least) and by that time I didn't know double posting was forbidden.
Please, forgive my acts. I was just a child.
I've noticed when playing Battle.net games that many of the timer windows never disappear.
This may be caused by, for example, using
It can get very anoying to have 5 timers that says 00:00:00 blocking the sight and disables vision of other timers...
I wish to help you with this
Timers can be used in any map for any reason. Most common cases are
- Using it to show when you get your next income
- Using it to show the amount of time there is left to finish a map.
- Using it to show when the game starts.
- Using it to show when your Hero resurrects.
- Using it to show when the next creep spawning level will begin.
GUI Trigger
A variable is "something that can store somthing of it's kind"
(You should check out a tutorial on variables to get the idea of what they are)
If a variable was an integer, we called it "X" and it was equal to 3; X+2 would be the same as 3+2.
Or if the variable was a unit, we called it Super_Hero and it was equal to Blademaster 0001; we could use it in a map initialization:
Using [ ]
I use [ ] to represent variables and similiar stuff which is supposed to be read as one string. Very useful when reading lots of texts.
(To create a variable, go to [Trigger Editor->Variables])
Create the following variables:
Timer
Timer Array
New Timer (Default)
TimerWindow
Timer Window Array
- None -
Explenations:
The first is the timer itself, which is not to be confused with the timer window.
The second is used to enable the destruction of the timer window.
Instead of creating 2 triggers for each timer you want to make which all say that "when this trigger runs out, destroy the window for it", you can combine this into the action you want to happen when it runs out.
Example of use:
Thanks to Airandius for extreme review
It really helped me a lot.
Unfortunatly, since I changed the entire tutorial, you will have to do it again
If anyone catches any of his posts, please, give him +Rep.
May seem a little fair and simple, but since many map makers still don't know how to do this I felt responsible to create a tutorial.
It's mainly for the sake of destroying the right timer window and not destroying a timer that is still running...
If any of you wonder why I changed the whole tutorial from [really advanced hero siege creep leveling] to [simple timer window tutorial], it was just for that purpose: Make it a [simple timer window tutorial] and not go too much off-topic...
I think I'll make a tutorial later on [how-to create an extreme hero siege/tower defence creep-spawning system], which was my first idea of the tutorial
P.S: This was my very first tutorial.
Happy Map-making!
How to create a successfull timer
This tutorial will show you how to make a successfull timer with a proper window using GUI.Prologue
If any admin see this, don't waste your time with a review. Even if it would pass the test the, as I said, topic isn't very interesting or useful.
Also, this is a reupload. I made this in August (I think at least) and by that time I didn't know double posting was forbidden.
Please, forgive my acts. I was just a child.
Introduction
This may be caused by, for example, using
-
Timer 1
-
Events
- Time - Timer[1] expires
- Conditions
-
Actions
- Time - Destroy (Last created timer window)
-
Events
It can get very anoying to have 5 timers that says 00:00:00 blocking the sight and disables vision of other timers...
I wish to help you with this
Timers can be used in any map for any reason. Most common cases are
- Using it to show when you get your next income
- Using it to show the amount of time there is left to finish a map.
- Using it to show when the game starts.
- Using it to show when your Hero resurrects.
- Using it to show when the next creep spawning level will begin.
Dictionary
Or "words that may come in handy"GUI Trigger
-
GUI Trigger
- Events
- Conditions
- Actions
A variable is "something that can store somthing of it's kind"
(You should check out a tutorial on variables to get the idea of what they are)
If a variable was an integer, we called it "X" and it was equal to 3; X+2 would be the same as 3+2.
Or if the variable was a unit, we called it Super_Hero and it was equal to Blademaster 0001; we could use it in a map initialization:
-
Initialization
-
Events
- Map initialization
- Conditions
-
Actions
- Hero - Set Super_Hero Hero-level to 10, Hide level up graphics
-
Events
Using [ ]
I use [ ] to represent variables and similiar stuff which is supposed to be read as one string. Very useful when reading lots of texts.
Tutorial Start
Part One
Creating Variables(To create a variable, go to [Trigger Editor->Variables])
Create the following variables:
Timer
Timer Array
New Timer (Default)
TimerWindow
Timer Window Array
- None -
Explenations:
The first is the timer itself, which is not to be confused with the timer window.
The second is used to enable the destruction of the timer window.
Part Two
Triggers-
TheTimer Start
-
Events
- Time - [Your event]
- Conditions
-
Actions
- Countdown Timer - Start Timer[1] as a One-shot timer that will expire in [YOUR TIME] seconds
- Countdown Timer - Create a timer window for Timer[1] with the title [YOUR TITLE]
- Countdown Timer - Show (Last created timer window)
- Set TimerWindow[1] = (Last created timer window)
-
Events
-
TheTimer Destroy
-
Events
- Time - Timer[1] expires
- Conditions
-
Actions
- Time - Destroy TimerWindow[1]
-
Events
Instead of creating 2 triggers for each timer you want to make which all say that "when this trigger runs out, destroy the window for it", you can combine this into the action you want to happen when it runs out.
Example of use:
-
Hero Revive 1
-
Events
- Time - HeroReviveTimer[1] expires
- Conditions
-
Actions
- Time - Destroy HeroReviveTimerWindow[1]
- Hero - Instantly revive Hero[1] at (Center of (Hero Revive <gen>)), Show revival graphics
-
Events
Credits
It really helped me a lot.
Unfortunatly, since I changed the entire tutorial, you will have to do it again
If anyone catches any of his posts, please, give him +Rep.
The Very End
May seem a little fair and simple, but since many map makers still don't know how to do this I felt responsible to create a tutorial.
It's mainly for the sake of destroying the right timer window and not destroying a timer that is still running...
If any of you wonder why I changed the whole tutorial from [really advanced hero siege creep leveling] to [simple timer window tutorial], it was just for that purpose: Make it a [simple timer window tutorial] and not go too much off-topic...
I think I'll make a tutorial later on [how-to create an extreme hero siege/tower defence creep-spawning system], which was my first idea of the tutorial
P.S: This was my very first tutorial.
Happy Map-making!
Last edited: