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Goblin Zeppelin (Patrol At the Map)

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Level 3
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Hello i need a trigger which makes a Zeppelin in the map and make it patrol in some location giving the possibility of players in play can get in and travel to the next station..any idea how i can do this??? please its important for my project..THANKS...:grin:
 
Level 7
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There's a lot of ways this can be done, but, all fairly complicated. :/

If you have any previous skills with triggers I would say just brainstorm it.

Also wrong section :x
 
Level 16
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Hmm i got an idea ... i dont know if it work ... but let us try this one =)

SO i dont know how many local player your map have (meens how many Player)... (but isn't so important now)I would create a Rect at Point A - B and C (i named it R(a), R(b) and R(c).) [Each Rect is one "Flystation" where the Zeppling will travle to]

The Zeppelin would start bei R(a). Order the Zeppelin via trigger to travle to R(b).
  • Zepptravle A - B
    • Events:
      • Map initialization
    • Conditions:
    • Actions:
      • Unit - Order Unit to move to point R(b)
Now we must do, that all Heroes have the chance to enter/leave the Zeppelin - my way is to change the owner of the Zeppelin

  • Entering/Leaving R(b)
    • Events:
      • Unit - A Unit enter R(b)
    • Conditions:
      • Owner of enterin Uint egual to Zeppelin
    • Actions:
      • Unit - Change ownership of (Zeppelin) to Player 1 (Red) and Change color
      • Wait - Wait 4.00 seconds
      • Unit - Change ownership of (Zeppelin) to Player 2 (Blue) and Change color
      • Wait - Wait 4.00 seconds
      • Unit - And so on
      • Wait - And so on
If the Zeppelin changed all colors than use this triggerpart at the end:

  • Enter/Leaving R(b)
    • Actions:
      • Unit - Change ownershop of (Zeppelin) to (Player what he was at start) and Change Color
      • Unit - Order (Zeppelin) to move to (Point R(c)
Now if the Zeppelin enter the Point R(c) you do the same with "Change ownership" and let him fly to Point R(a) and from this point to R(b) again.

(Hmm maybe you can set the movementspeed of the Zeppelin to 0 ... because some players maybe use the zep to drive around while the 4 seconds - or you add in this trigger "always when he change the ownershit, that hes portet back to the point where he landed last)

Hmm it sounds crazy but can work or? ;) (Just try it, you will see and maybe add some stuff for yourself =) )

=== Edit - I got 2nd point - maybe u like this more ;) ===

So basic - our Zeppelin start at R(a) and travle now to R(b)

IF the Zeppelin enter R(b) you can do a shorter stuff like:

  • Transport R(b)
    • Events:
      • Unit - A Unit enter R(b)
    • Conditions:
      • Enterin Unit equal to Zeppelin
    • Actions:
      • Game - Display to (All players) for 10.00 seconds the text: Zepplin enter R(b). The Zeppelin will leave in 20 seconds.
      • Wait - Wait 20.00 seconds.
      • Unit Group - Pick every unit in (Units within 750.00 of (Position of Goblin Zeppelin 0003 <gen>)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is A Hero) Equal to True
            • Then - Actions
              • Unit - Order (Picked unit) to Right-Click Zeppelin
              • Unit - Order (Zeppelin) to move to R(c)
            • Else - Actions
              • Do nothing
Hmm this one sound more crazier as the first one but hey ;) just try and test =)


MfG
Dr. Boom
 
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Level 7
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Allowing all players to have control of the zeppelin would give them the opportunity to unload other players' heroes. The best solution would be creating a whole new system, possibly hiding the heroes.. as opposed to actually using the load/unload abilities.
 
Level 8
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Feb 20, 2007
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If you want no one to control the zeppelins, and want players to 'board' and 'unboard' at specific locations, then what you need to do is set in your flight triggers - yah know 'unit enters X region, with the condition of being 'unit type zeppelin' have the Zep pause or wait at that region for say 30 seconds or a minute.

Units who wish to board stand on the boarding platform - the trick is that they are not actually loaded on the zep. What really happens is you hide the player's units. It would be a region, say a fenced off bit of land with a single opening. Thus you would want to pick all units in Platform Region, hide picked unit. Might also want to add the unit to a variable unit group 'Zep_Travelers'.

The Zep takes off and goes to its next station where your players units are 'unloaded'. Actually what really happens is that they are moved instantly to the new location and are unhidden. You would pick all units in 'Zep_Travelers' move picked unit instantly to the new location, unhide picked unit and maybe select picked unit for the player.

If you have more than one location that the zep goes to you might consider having a dialog where the buttons are the locations that the zep stops at. The player's unit enters the 'station' and the dialog is shown for that player. S/he picks Y station the the zep goes on its way, when it reaches Y station the units 'magically' appear.

If this is a RPG type game, one player one character then you might want to use "Camera - Lock camera target for Player (who ever is using the zep) to Zeppelin, offset by (0.00, 0.00) using Default rotation" this way the player gets to follow the zep visually.

This most likely will require more than one trigger, it all depends on what you want to do and how you what to do it.

A two point zepplin 'shuttle' would require two triggers to send it back and forth - the 'unit enters region' as event and the condition being your zepplin. You will want to wait - maybe stop the zepplin and change its flying height -lowering it by say 150 (or where the gondola is at ground level) then have a respectable wait, then unload and unhide all units in your unit group 'Zep_Travelers'. Maybe add 'order picked unit to move to point' as the center of some region outside of your boarding zone (a wee bit more realistic) or just unload passengers to that region with a boarding region that waiting player units are standing.

A three or more station travel with dialog will require a trigger for each station along the way (thus three or more triggers), it would also require the creation of a dialog (with a button for each station) and would require a button selection trigger. Perhaps the best method is to hide the unit and move the unit instantly to the destination station as a hidden unit. Then add 'pick all units in region' (the region being the one where the unit is waiting hiding) and 'unhide' the picked unit when the zeppelin 'lands'.

Additional triggering might be needed if you want the players camera to lock on to the zep for an RPG type deal.

A simpler no dialog method might be to have lines or 'rows' where units stand and wait - each row or line is its own region, and instead of the player picking from a dialog the player leaves their unit in that particular line. You pick all the units by their region and send them hidden to the station they want off at. The zeppelin 'landing' or arriving at each station along the way picks all units in the unloading region and unhides them.

Maybe have additional triggers that send a message to the player when their unit walks into the boarding region 'this line/area's destination is _______' (fill in the blank).

In this instance the Zeppelin is 'owned' by neutral passive and is made invulnerable (to prevent accidentally shooting it down). It has is 'programed' flight path, potentially landing and take off sequence. No player controls it, and no loading and unloading of units. In theory the zep would have a limitless carrying capacity (unlike load/unload).

Ta da.

(for my next trick I'll pull a hat out of a rabbit!)
 
Level 3
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i made some minor changes on your trigger dr.boom and i think this trigger is what i need...thanks a lot ohh and something else the second one didint work :(...it was CRAZY..XD
 
Level 10
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Mar 16, 2009
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y not make a basic move unit instantly when entering region trigger and put some floating text on it saying teleport to other side.

or make it so the zep has to be in the region with the hero and then hide the hero and when the zep toches other region reveal the hero and move instantly to the other side.
 
Level 7
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little detail?

What you suggest: instant teleportation

What he wanted/was explained: an actual zeppelin trip from point A to point B (maybe C, D, etc)

actually a really BIG detail, not little.
 
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okay listen Guys what i want is a zeppelin which travels from a place A TO PLACE B..and when reaching place B from A Unload all Units in it..so...the trigger worked but too bad is 8 players map and the delay is pretty bad...the only thing i want to do is to make a system simmilar to the DARK INVASION II..Zepp...check it out and tell me please...
 
Level 7
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Please read wraithwynd's post, he explains how to make a very effective zeppelin travel system, and he took time writing that you know... -_-
 
Level 8
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DARK INVASION II is a protected map. I downloaded it and attempted to open it in the Editor.

So I have no idea what the author did, or how s/he accomplished the goals you seek.

I gave you a simple way that a newbie to the editor can do what you want to do. It can all be done in GUI - no need to learn Jass to accomplish this 'minor' goal.

Loading and unloading of multiple team/player units is a difficult task to do - I dare say it may be 'nigh unto impossible' to accomplish in just GUI.

If Arkan & Pidda (the creators of Dark Invasion) have used load and unload then I strongly suggest you send them a PM. Here is Arkan's Profile: http://www.hiveworkshop.com/forums/members/arkan./

I will allow you to do the tedious member search for Pidda.
 
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