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Help me please, I'm new here

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Level 3
Joined
Jan 21, 2011
Messages
46
I want to activate a portal into 2nd Stage after killing 3 waves of enemies in 1st Stage...:vw_wtf:

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Thank you for understanding my English and for answering my
 
Level 8
Joined
Dec 12, 2010
Messages
280
You want to teleport a unit from one area of the map to another? The best advice I can give you is Learn the Basics of triggering. You can find lots of tutorials on triggering here after you learn the basics you should read the essentials tutorial. It would be best to use Event > unit within range For condition could be > triggering unit is a hero equal to true, Action would be move unit instantly to a region. Trigger would look like something like this.

  • Teleport
    • Events
      • Unit - A unit comes within 256.00 of <Pick your unit here>
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Unit - Move (Triggering unit) instantly to (Center of <set region here>)
You'll have to make a region for the area you want to move unit to.
 
Level 3
Joined
Jan 21, 2011
Messages
46
Ok man thanks a lot but I have a last question, when i'm enter in second stage the creeps are not spawning?

This is my trigger in 1st Stage and I don't know how to make a trigger in 2nd Stage...

  • Bounty Gold
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
    • Conditions
    • Actions
      • Player - Add EnemyGold2[pointer] to (Owner of (Killing unit)) Current gold
  • Set Enemies
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Level 0 --------
      • Set i = (i + 0)
      • Set EnemyType[i] = Jailor Kassan
      • Set EnemyCount[i] = 1
      • Set EnemyGold2[i] = 2
      • -------- Level 1 --------
      • Set i = (i + 1)
      • Set EnemyType[i] = Swordsman
      • Set EnemyCount[i] = 1
      • Set EnemyGold2[i] = 2
      • -------- Level 2 --------
      • Set i = (i + 1)
      • Set EnemyType[i] = Rifleman
      • Set EnemyCount[i] = 1
      • Set EnemyGold2[i] = 3
  • Time Spawn
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Trigger - Run Display Level Text <gen> (checking conditions)
      • For each (Integer A) from 1 to EnemyCount[i], do (Trigger - Run Spawn Monsters <gen> (checking conditions))
  • Next Round
    • Events
      • Player - Player 12 (Brown)'s Food used becomes Less than 1.00
    • Conditions
    • Actions
      • Set pointer = (pointer + 1)
      • Player Group - Pick every player in (All players) and do (Player - Add 25 to (Picked player) Current gold)
      • For each (Integer A) from 1 to EnemyCount[i], do (Trigger - Run Time Spawn <gen> (ignoring conditions))
      • Wait 10.00 seconds
  • Spawn Monsters
    • Events
    • Conditions
    • Actions
      • Unit - Create 1 EnemyType[pointer] for Player 12 (Brown) at (Random point in BURNING LEGION SPAWN <gen>) facing (Position of (Triggering unit))
      • Unit - Create 1 EnemyType[pointer] for Player 12 (Brown) at (Random point in BURNING LEGION SPAWN2 <gen>) facing (Position of (Triggering unit))
  • Display Level Text
    • Events
    • Conditions
    • Actions
      • Wait 1.00 seconds
      • Game - Display to (All players) for 7.00 seconds the text: (|c00FFFF00Level + ((String(pointer)) + (: |r + ((Name of (Last created unit)) + ( ( + ((String(EnemyCount[pointer])) + each corner)))))))
 
Level 8
Joined
Dec 12, 2010
Messages
280
You should replace integer A with an integer variable(make 2 different ones) since two triggers are using integer A and they maybe interfering with each other. Or you could use integer B since your only using 2. But you need 2 different integers.
 
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