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flaud Arena trigger

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Level 4
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Feb 4, 2014
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  • ARENA island
    • Events
      • Time - Every 480.00 seconds of game time
    • PodmĂ*nky
    • ÄŚinnosti
      • Hra - Display to (All players) the text: |ccf1fbf00DUEL!|r
      • Set ARENA_HERO[1] = (Random unit from ARENA_teams[1])
      • Set ARENA_unit_origin_point[1] = (Position of ARENA_HERO[1])
      • Set ARENA_HERO[2] = (Random unit from ARENA_teams[2])
      • Set ARENA_unit_origin_point[2] = (Position of ARENA_HERO[2])
      • Wait 3.00 seconds
      • Jednotka - Move ARENA_HERO[1] instantly to (Center of ARENA Island 1 <gen>), facing (Center of ARENA Island 2 <gen>)
      • Jednotka - Move ARENA_HERO[2] instantly to (Center of ARENA Island 2 <gen>), facing (Center of ARENA Island 1 <gen>)
      • Trigger - Turn on ARENA island die trigger <gen>
      • Viditelnost - Create an initially Zapnout visibility modifier for (Owner of ARENA_HERO[1]) emitting Viditelnost across ARENA Island groung <gen>
      • Viditelnost - Create an initially Zapnout visibility modifier for (Owner of ARENA_HERO[2]) emitting Viditelnost across AREN
and here is the rest

  • ARENA island die trigger
    • Events
      • Jednotka - A unit ZemĹ™el
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Dying unit) Rovná se ARENA_HERO[1]
          • (Dying unit) Rovná se ARENA_HERO[2]
    • ÄŚinnosti
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - podmĂ*nky
          • (Dying unit) Rovná se ARENA_HERO[1]
        • Then - akce
          • Hrdina - Instantly revive ARENA_HERO[1] at ARENA_unit_origin_point[1], Ukázat revival graphics
        • Else - akce
          • Jednotka - Move ARENA_HERO[1] instantly to ARENA_unit_origin_point[1]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - podmĂ*nky
          • (Dying unit) Rovná se ARENA_HERO[2]
        • Then - akce
          • Hrdina - Instantly revive ARENA_HERO[2] at ARENA_unit_origin_point[2], Ukázat revival graphics
        • Else - akce
          • Jednotka - Move ARENA_HERO[2] instantly to ARENA_unit_origin_point[2]
      • Hra - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + (|ccf1fbf00 has WON the duel stealing 100 income from |r + (Name of (Owner of (Dying unit)))))
      • Set INCOME_counter[(Player number of (Owner of (Dying unit)))] = (INCOME_counter[(Player number of (Owner of (Dying unit)))] - 100)
      • Set INCOME_counter[(Player number of (Owner of (Killing unit)))] = (INCOME_counter[(Player number of (Owner of (Killing unit)))] + 100)
      • Viditelnost - Create an initially Vypnout visibility modifier for (Owner of ARENA_HERO[1]) emitting Viditelnost across ARENA Island groung <gen>
      • Viditelnost - Create an initially Vypnout visibility modifier for (Owner of ARENA_HERO[2]) emitting Viditelnost across ARENA Island groung <gen>
      • Custom script: call RemoveLocation(udg_ARENA_unit_origin_point[1])
      • Custom script: call RemoveLocation(udg_ARENA_unit_origin_point[2])
  • ----- are those two even legit?
    • Custom script: call RemoveUnit(udg_ARENA_HERO[1])
    • Custom script: call RemoveUnit(udg_ARENA_HERO[2])
    • Trigger - Turn off (This trigger)
The problem is that after the duel ends there is no moving units back to origin point. They both just ... disappear
 
  • Set unit_var = No unit
Erases them from variable unit_var.

Through a custom script it would be done like this:
  • Custom script: set udg_yourVariable = null
Via the custom script you can erase stuff from most variables (sometimes there's no other way than through the custom script)
 
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