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dead body doodad

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Kill the unit and then suspend corps decay. It's in Actions, under Unit.

PS. I like your signature.
 
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
 
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.
 
  • 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:
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]
 
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