- Joined
- Jul 14, 2011
- Messages
- 3,213
In a map i'm making, units have Tree Chop (Based on Night Elf Eat Tree ability), and a quest is based on killing an specific tree. I'd like to know if i can use 'Event Response - Killing unit' or 'GetKillingUnit()' to play a sound for that unit.
I know i have to check some stuff, the trigger is not complete. I just want to know the Killing Part
EDIT: Just thinking about it: If GetKillingUnit() doesn't work for destructibles, does "Pick every unit around destructible and do actions would work?"
EDIT: This is the trigger using Pick Every Unit and works, so far. At least the sound is played, and the other actions also take place, though I haven't done any test with other players at the same time.
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Quest1TreeChop
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Events
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Destructible - Summer Tree Wall 0630 <gen> dies
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Amelia[(Player number of (Owner of (Killing unit)))] Equal to 1
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Rose[(Player number of (Owner of (Killing unit)))] Equal to 0
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Then - Actions
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Custom script: if GetLocalPlayer() == GetOwningPlayer(GetKillingUnit()) then
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Quest - Display to (All players) the Quest Update message: Main Quest Updated:...
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Quest - Mark (Last created quest requirement) as Completed
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Quest - Create a quest requirement for (Last created quest) with the description Talk to |cffffd700A...
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Quest - Flash the quest dialog button
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Sound - Play Secret_Found_01 <gen> at 100.00% volume, skipping the first 0.00 seconds
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Custom script: endif
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Set Amelia[(Player number of (Owner of (Killing unit)))] = 2
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Set Rose[(Player number of (Owner of (Killing unit)))] = 1
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Else - Actions
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Wait 3.00 seconds
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Destructible - Resurrect Summer Tree Wall 0630 <gen> with (Max life of Summer Tree Wall 0630 <gen>) life and Show birth animation
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I know i have to check some stuff, the trigger is not complete. I just want to know the Killing Part
EDIT: Just thinking about it: If GetKillingUnit() doesn't work for destructibles, does "Pick every unit around destructible and do actions would work?"
EDIT: This is the trigger using Pick Every Unit and works, so far. At least the sound is played, and the other actions also take place, though I haven't done any test with other players at the same time.
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Quest1TreeChop Copy
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Events
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Destructible - Summer Tree Wall 0630 <gen> dies
-
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Conditions
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Actions
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Unit Group - Pick every unit in (Units within 125.00 of (Position of Summer Tree Wall 0630 <gen>) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Amelia[(Player number of (Owner of (Picked unit)))] Equal to 1
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Rose[(Player number of (Owner of (Picked unit)))] Equal to 0
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Then - Actions
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Custom script: if GetLocalPlayer() == GetOwningPlayer(GetEnumUnit()) then
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Quest - Mark (Last created quest requirement) as Completed
-
Quest - Create a quest requirement for (Last created quest) with the description Talk to |cffffd700A...
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Quest - Flash the quest dialog button
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Quest - Display to (All players matching ((Owner of (Picked unit)) Equal to (Owner of (Picked unit)))) the Quest Update message: - Main Quest Update...
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Sound - Play Secret_Found_01 <gen> at 100.00% volume, skipping the first 0.00 seconds
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Custom script: endif
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Set Amelia[(Player number of (Owner of (Picked unit)))] = 2
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Set Rose[(Player number of (Owner of (Picked unit)))] = 1
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Else - Actions
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Wait 3.00 seconds
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Destructible - Resurrect Summer Tree Wall 0630 <gen> with (Max life of Summer Tree Wall 0630 <gen>) life and Show birth animation
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Last edited: