• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • ✅ HD Level Design Contest #1 POLL is now OPEN! Check out the stunning visuals of the final entries. 🔗Click here to cast your vote!

dead body doodad

Status
Not open for further replies.
Level 34
Joined
Sep 6, 2006
Messages
8,873
Kill the unit and then suspend corps decay. It's in Actions, under Unit.

PS. I like your signature.
 
Level 18
Joined
Aug 13, 2007
Messages
1,584
Or... a bit more complicated...

Make a unit with the footman model, disable attacks, set movement speed to 0, and add the Locust ability.

Then make the trigger:

  • Eugh
    • Events
      • Map Initialization (or other)
    • Conditions
    • Actions
      • Unit Group - Pick Every Unit Of Type Dead Footman
        • Loop - Actions
          • Animation - Play (Picked Unit)'s Death animation
 
Level 18
Joined
Aug 13, 2007
Messages
1,584
Yes. In the WE, hit R to open the Region palette. Click the Regions: Add button, then click+hold and drag it on the ground to form a region (a blue square). In the Region Palette a Region001 label will appear. Right-click on it and click Edit Region Properties. There you have weather effects to choose.
 
Level 8
Joined
Jun 25, 2007
Messages
165
  • Unit
    • Events
      • Unit - A unit enters region1
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • Game - Display to Player group - Player 1 (Red) the text: Kill the goblin
For enter the region 2:
  • Unit
    • Events
      • Unit - A unit enters region2
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • Game - Display to Player group - Player 1 (Red) the text: Objective completed-kill the goblin
If you want that in a quest form i will send you an other trigger. P.S. Its an auto-timed message.
 
Last edited:
Level 8
Joined
Jun 25, 2007
Messages
165
There is you quest form (the second trigger is off at start)
  • Quest
    • Events
      • Unit - A unit enters region1 <gen>
    • Conditions
    • Actions
      • Quest - Display to (All players) the Quest discover message: You have to kill the goblin
      • Quest - Create a Needed quest titled Kill Goblin with the description You have to kill the goblin, using icon path ReplaceableTextures\CommandButtons\BTNGoblinSapper.blp
      • Set Quest(a quest variable) = (Last created quest)
      • Quest - Create a quest requirement for Quest with the description You have to kill the goblin.
      • Set KillGob (a quest requirement variable) = (Last created quest requirement)
      • Wait 1.00 seconds
      • Trigger - Turn on EndQuest <gen>
      • Trigger - Turn off (This trigger)
  • EndQuest
    • Events
      • Unit - A unit enters region2 <gen>
    • Conditions
    • Actions
      • Quest - Display to (All players) the Quest completed message: Kill the Goblin
      • Quest - Mark Quest (the variable) as Completed
      • Quest - Mark KillGob (the requirement variable) as Completed
      • Wait 1.00 seconds
      • Trigger - Turn off (This trigger)
and for your problem of spawning:
  • Unit
    • Events
      • Unit - A unit enters region1 <gen>
    • Conditions
    • Actions
      • Unit - Create 1 Grunt for Player 12 (Brown) at (Center of region1 <gen>) facing Default building orientation degrees
      • Trigger - Turn off (This trigger)
[offtopic]Scuse me for my long post[/offtopic]
 
Status
Not open for further replies.
Top