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Help Me With My Map And Trigger!!

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Level 2
Joined
Apr 10, 2008
Messages
11
How Do I...

Turn Peasants Into Zombie
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
(Unit-type of (Dying unit)) Equal to Villager (Male 2)
(Unit-type of (Dying unit)) Equal to Villager (Male)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Unit - Create 1 Zombie LvL 1 for Player 11 (Dark Green) at (Position of (Dying unit)) facing ((Center of (Playable map area)) offset by (0.00, 0.00))
Else - Actions



Don't give me lame ones like go around and look it up!
Give me full triggers and stuff! If its a variable tell me ! ^_^
I would appriecate it if you help me!
 
Level 6
Joined
Sep 26, 2007
Messages
114
Try this
  • should work
    • Events
      • Unit - A unit owned by Player 10 (Light Blue) Dies
    • Conditions
      • ((Unit-type of (Triggering unit)) Equal to Villager (Male 2)) or ((Unit-type of (Triggering unit)) Equal to Villager (Male))
    • Actions
      • Set Temp_Point[0] = (Position of (Dying unit))
      • Unit - Create 1 Zombie for Player 10 (Light Blue) at Temp_Point[0] facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
or


  • should work
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Unit-type of (Triggering unit)) Equal to Villager (Male 2)) or ((Unit-type of (Triggering unit)) Equal to Villager (Male))
    • Actions
      • Set Temp_Point[0] = (Position of (Dying unit))
      • Unit - Create 1 Zombie for (Owner of (Triggering unit)) at Temp_Point[0] facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
 
Level 4
Joined
Apr 16, 2008
Messages
80
Alternatively, you could just morph the peasant into a zombie. Use the skill Chaos as a base. In the chaos skill, have the morph target as Zombie, and make a trigger that just gives the morph ability to the peasant, and the peasant will instantly become a zombie. However, this will retain all skills and stats of the peasant (with the new zombie). This could be either something you want, or don't want.

If you don't want it, you just need to destroy the peasant and replace it with a zombie, as ace992 has shown in the trigger above.
 
Level 2
Joined
Apr 17, 2008
Messages
20
Conditions
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
(Unit-type of (Dying unit)) Equal to Villager (Male 2)
(Unit-type of (Dying unit)) Equal to Villager (Male)
Actions
-->If (All Conditions are True) then do (Then Actions) else do (Else Actions)<--
===here is why not working, coz a dying unit cant be both village (male 2) and village (male) at the same time===
u need a "or" for the condition


try this

  • Untitled Trigger 002
    • Events
      • Unit - A unit owned by Player 10 (Light Blue) Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Villager (Male 2)
          • (Unit-type of (Triggering unit)) Equal to Villager (Male)
    • Actions
      • Unit - Create 1 Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
 
Last edited:
Level 4
Joined
Dec 16, 2007
Messages
134
Conditions
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
(Unit-type of (Dying unit)) Equal to Villager (Male 2)
(Unit-type of (Dying unit)) Equal to Villager (Male)
Actions
-->If (All Conditions are True) then do (Then Actions) else do (Else Actions)<--
===here is why not working, coz a dying unit cant be both village (male 2) and village (male) at the same time===
u need a "or" for the condition


try this

  • Untitled Trigger 002
    • Events
      • Unit - A unit owned by Player 10 (Light Blue) Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Villager (Male 2)
          • (Unit-type of (Triggering unit)) Equal to Villager (Male)
    • Actions
      • Unit - Create 1 Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees


Be sure to remove leaks

  • Untitled Trigger 002
    • Events
      • Unit - A unit owned by Player 10 (Light Blue) Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Villager (Male 2)
          • (Unit-type of (Triggering unit)) Equal to Villager (Male)
    • Actions
    • Set temppoint = (Position of (Triggering unit))
    • Unit - Create 1 StupidZombie for Player 11 (Dark Green) at temppoint facing Default building facing degrees
    • Custom script: call RemoveLocation(udg_temppoint)
 
Level 3
Joined
Apr 26, 2008
Messages
31
lol i did this before here u just need to change ur triggers a bit no variables required

Turn Peasants Into Zombie
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
(Unit-type of (Dying unit)) Equal to Villager (Male 2)
(Unit-type of (Dying unit)) Equal to Villager (Male)
Then - Actions
Unit - Create 1 Zombie LvL 1 for Player 11 (Dark Green) at (Position of (triggering unit)) facing ((Center of (Playable map area)) offset by (0.00, 0.00))
Else - Actions
Do nothing

well i made a resident evil map before and when my unit died he turned into a zombie its pretty simple i was noob when i did that
 
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