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Creating a Tier System

Level 2
Joined
Sep 18, 2010
Messages
5
Creating a Tier System (GUI)
Way One = Difficulty: 2/10
Way Two = Difficulty: 7/10

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Introduction
First of all, a tiering system is something that allows the player to advance to the next character in a story, or 'tier up'. It removes the current character, and creates a new one for the player. This is most useful in RPG's, where the character advances through levels, but it can be used for many different game types.

In this tutorial I will show you how to create a tiering system that can be used in many ways (i.e. ORPG's or RPG's), using only two triggers and four variables.
I will go over two different ways of doing this. Note that the first option does not require the variables, and the second option only requires them if you are making the quest.

The Tutorial
-------------------------
Setup
There are a few things you'll need to set up. We'll begin with the variables.

Variables

First things first, if you are doing Option 1, then you will not need the variables. Only if you are making a Quest for Option 2 will you need the variables.

- Open your Trigger Editor and press CTRL+B to open the variable manager.
- While there press CTRL+N to create a new variable.
- Set Variable Type to Integer. Name it T2Integer_1. Press OK.
- Make another Variable just like this but name it T2Integer_2.
- Create another Variable. Set this one's variable type to String. Name it T2Quest_1. In this one, you'll also check the [ ] Array field for the variable. Then press OK.
- Make another Variable just like this but name it T2Quest_2.
Variables.jpg

Option 1

The Map
Now you will need a few things:
- Three regions, one over a Circle of Power, like so, which will be used to teleport your unit to the upgrade area once they step into it.
Region 1.jpg
- Another in the upgrade area, (which would be impossible to get to unless the player teleported in) as a target for your unit to teleport to. ( You can make yours larger, smaller, whatever )
Region 2.jpg
- And the final one over another circle of power in the same upgrade area as the second region, for the current player to walk on in order to upgrade.
Region 3.jpg

Triggers
The first trigger is fairly straightforward.
When a unit enters the upgrade place, we check to make sure it is the type of unit we want going in here. Once it passes that check, We teleport it to the upgrade place. We then move the camera to the unit and put the unit in the player's selection.
T1 Allow In.jpg

The second trigger is also fairly straightforward.
When the unit enters a region (FireBat), then we remove that unit from the game, and replace it with a brand new unit. We then teleport the unit out of the area, move the camera to the unit and put the unit in the player's selection just like before.
T1 Super Paladin.jpg

This is the end of way one.

Option 2

The Map
You will need to create a unit which you will talk to in order to upgrade, and if you wish, choose some sort of quest, or objective in order to upgrade through this unit.

Triggers

Make a trigger titled T2 BeastMaster. This is a slightly difficult trigger IF you wish to include the Quest portion. All that happens here is when a unit comes within range of the Trainer unit, the Actions will start. First it makes sure that you have the triggering unit close to the Trainer, not just some other unit, and then click on the Trainer. It then checks the unit type, and if all conditions are in order, it replaces the unit, transports it and selects the unit for the player. If you choose to make include the quest portion, then under the ELSE action set, make a Quest. If you don't want the quest portion, then just don't include the things with relevance to the quest.
T2 Beastmaster.jpg

The second trigger is the hardest one, for it makes a quest, and applies it to the Beastmaster upgrade. This will use the four variables we made in the beginning.
Make a trigger titled Quest Kill Unit 1. This trigger will activate when a unit dies, and the unit dying is the type of unit you want to die for the quest to complete. The most important part of these triggers if the quest you are making requires killing more than one unit is the
  • Skip Remaining Actions
action. Without this action following the variable set bit, when one target unit dies, it will go through the whole trigger and complete the quest.
Quest Kill Unit 1.jpg
For this quest you will also need to add a Set Variable action to your Map Initialization trigger, or the upgrade quest will not start.
Map initialization.jpg


If you need any further instruction on this topic, send me a private message and I'll get back to you as soon as I see it.

Test Map = View attachment Tutorial Map.w3x
 
Last edited:
Level 3
Joined
Feb 27, 2011
Messages
39
WHat if the unit that is removed from the game has an item? do you need a special trigger to regive it the items?
 
If you remove unit from the game it will remove items abilities or anything else related to it (attachments, skill points, experience...)

But if you want to save anything mentioned above you need to create variable (for more units use array variable) and save those things before you remove unit, then just edit values of new created unit :)
 
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