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Entering Region (MUI)

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I'm an amateur map maker, so I'm making triggers that I do not know if they are MUI or not. Please someone tell me how do i make entering region a MUI. For my RPG map

  • Shipyard
    • Events
      • Unit - A unit enters Shipyard <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Peasant
    • Actions
      • If ((Owner of (Entering unit)) Equal to Player 1 (Red)) then do (Set PlayingUnit = Footman 0271 <gen>) else do (Do nothing)
      • If ((Owner of (Entering unit)) Equal to Player 2 (Blue)) then do (Set PlayingUnit = Footman 0272 <gen>) else do (Do nothing)
      • If ((Owner of (Entering unit)) Equal to Player 3 (Teal)) then do (Set PlayingUnit = Footman 0273 <gen>) else do (Do nothing)
      • If ((Owner of (Entering unit)) Equal to Player 4 (Purple)) then do (Set PlayingUnit = Footman 0274 <gen>) else do (Do nothing)
      • If ((Owner of (Entering unit)) Equal to Player 5 (Yellow)) then do (Set PlayingUnit = Footman 0275 <gen>) else do (Do nothing)
      • -------- Setup for Dialog 1 --------
      • Set EnteringUnit = (Entering unit)
      • Dialog - Clear MapTeleportShip
      • Dialog - Change the title of MapTeleportShip to Travel to Shipyard?
      • Dialog - Create a dialog button for MapTeleportShip labelled Yes
      • Set DialogButtons[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for MapTeleportShip labelled No
      • Set DialogButtons[2] = (Last created dialog Button)
      • -------- Showing the dialog to all players --------
      • Dialog - Show MapTeleportShip for (Owner of (Entering unit))
      • Unit - Pause (Entering unit)
Is this trigger an MUI and leakless?
 
Level 12
Joined
Mar 24, 2011
Messages
1,082
How about if there are two peasants of different player enters the same region. Will my trigger still work?
Yes.
As long as they are of different players.
If two peasants of the same player go around, you'd have a problem.

Also, take in consideration what Dr Super Good is saying.

PS: What Chaosy wants to say, is that Dialogs work per player, not per unit.
As such it is impossible to do what you are doing MUI (MUI = Multi Unit Instanceable) with dialogs.

(MPI = Multi Player Instanceable)

Regards
-Ned
 
Level 2
Joined
May 13, 2017
Messages
21
Create the dialog (buttons at all) once at 0 game time (not map initialization, but immediately after). That way you just need to show it in response to the entry event.

Is this okay?
  • Dialog Buttons
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Dialog - Change the title of MapTeleportShip to Travel to Shipyard?
      • Dialog - Create a dialog button for MapTeleportShip labelled Yes
      • Set DialogButtons[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for MapTeleportShip labelled No
      • Set DialogButtons[2] = (Last created dialog Button)
      • Dialog - Change the title of MapTeleportMuck to Travel to Mucklough?
      • Dialog - Create a dialog button for MapTeleportMuck labelled Yes
      • Set DialogButtons[3] = (Last created dialog Button)
      • Dialog - Create a dialog button for MapTeleportMuck labelled No
      • Set DialogButtons[4] = (Last created dialog Button)
      • Dialog - Change the title of MapTeleportFedner to Travel to Fedner?
      • Dialog - Create a dialog button for MapTeleportFedner labelled Yes
      • Set DialogButtons[5] = (Last created dialog Button)
      • Dialog - Create a dialog button for MapTeleportFedner labelled No
      • Set DialogButtons[6] = (Last created dialog Button)
      • Dialog - Change the title of MapTeleportTG to Travel to Training ...
      • Dialog - Create a dialog button for MapTeleportTG labelled Yes
      • Set DialogButtons[7] = (Last created dialog Button)
      • Dialog - Create a dialog button for MapTeleportTG labelled No
      • Set DialogButtons[8] = (Last created dialog Button)
 
Level 12
Joined
Mar 24, 2011
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1,082
Map init shouldn't be used because it loads stuff during loading screen which is bad for your players while time elapsed will load actual in-game.
Some maps, that have a HUGE pre-load, would put the players in cinematics mode for a few seconds saying "Loading, plz wait" immediately on load to get rid of the huge lag spike on pre-loading stuff @0.00.
This would actually freeze the game for a few sec, but the players won't notice as they have no control and all they can see is a screen saying "Loading".

Other maps with HUGE pre-load would actually put the player in unskipable cinematic explaining wtf the map is about briefly or giving them story & lore and would do tiny chunks of pre-load every few frames.

You could be quite creative with this.

regards
-Ned
 
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