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Help on my map

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Level 9
Joined
Oct 3, 2006
Messages
302
Hello!! I'm creating an adventure game map that uses less on the hack and slash business. Instead it consists mostly of adventuring and using the skills such as conversation, sight and observe for it.
I'm having problem with the floating text box since the trigger consists of these:
Trigger 1
Event: Unit finishes casting an ability
Condition: Ability being cast equal to Observe
Action: Wait 2 sec
Creating floating text with message: blah, blah blah on unit with etc.
Wait 10 seconds
Destroy last created floating text
Trigger 2
Event: Unit finishes casting an ability
Condition: Ability being cast equal to Ears
Action: Wait 2 sec
Creating floating text with message: blah, blah blah on unit with etc.
Wait 10 seconds
Destroy last created floating text
Trigger 3
Event: Unit finishes casting an ability
Condition: Ability being cast equal to Converse
Target unit equal to Peon
Action: Wait 2 sec
Transmission from peon (u know what that is)
Trigger 4
Event: Unit finishes casting an ability
Condition: Ability being cast equal to Smell
Action: Wait 2 sec
Creating floating text with message: blah, blah blah on unit with etc.
Wait 10 seconds
Destroy last created floating text


Now the problem I have is that if I use all 3 skills at once (the observe, ears and ears) two/one of the floating texts remain.

How can I solve this problem and remove all 3 floating texts that appeared. For 10 seconds.?

Thanks in advanced!!
If u have other suggestions to change my trigger then I'd be glad to accept them.
 
Level 9
Joined
Jun 26, 2007
Messages
659
Please use the trigger tags
  • Trigger 1
  • Events
    • Unit finishes casting an ability
  • Conditions
    • Ability being cast equal to Observe
  • Actions
    • Wait 2 sec
    • Creating floating text with message: blah, blah blah on unit with etc.
    • Wait 10 seconds
    • Destroy last created floating text
  • Trigger 2
  • Events
    • Unit finishes casting an ability
  • Conditions
    • Ability being cast equal to Ears
  • Actions
    • Wait 2 sec
    • Creating floating text with message: blah, blah blah on unit with etc.
    • Wait 10 seconds
    • Destroy last created floating text
  • Trigger 3
  • Events
    • Unit finishes casting an ability
  • Conditions
    • Ability being cast equal to Converse
    • Target unit equal to Peon
  • Actions
    • Wait 2 sec
    • Transmission from peon (u know what that is)
  • Trigger 4
  • Events
    • Unit finishes casting an ability
  • Conditions
    • Ability being cast equal to Smell
  • Actions
    • Wait 2 sec
    • Creating floating text with message: blah, blah blah on unit with etc.
    • Wait 10 seconds
    • Destroy last created floating text
 
Level 9
Joined
Jun 26, 2007
Messages
659
Now a solution :
to avoid the trigger X to destroy the floatting text made by the trigger Y, use 3 floating text variables : ObserveText, EarsText, SmellText
then do :
  • Trigger 1
  • Events
    • Unit finishes casting an ability
  • Conditions
    • Ability being cast equal to Observe
  • Actions
    • Wait 2 sec
    • Creating floating text with message: blah, blah blah on unit with etc.
    • Set ObserveText = last created floating text
    • Wait 10 seconds
    • Destroy ObserveText
  • Trigger 2
  • Events
    • Unit finishes casting an ability
  • Conditions
    • Ability being cast equal to Ears
  • Actions
    • Wait 2 sec
    • Creating floating text with message: blah, blah blah on unit with etc.
    • Set EarsText = last created floating text
    • Wait 10 seconds
    • Destroy EarsText
  • Trigger 4
  • Events
    • Unit finishes casting an ability
  • Conditions
    • Ability being cast equal to Smell
  • Actions
    • Wait 2 sec
    • Creating floating text with message: blah, blah blah on unit with etc.
    • Set SmellText = last created floating text
    • Wait 10 seconds
    • Destroy SmellText
 
Level 9
Joined
Jun 26, 2007
Messages
659
that's one of the way, basically, a variable is usefull to save an information
in this case, you save a reference to the text you've created for each ability; then, when you want to remove these text, you've got this reference to remove the right one.

these triggers will work only if each ability can't be performed more than once at the same time
 
Level 10
Joined
Sep 6, 2007
Messages
440
Variables got many uses. The one above is to save an information to prevent making complicated/errorfull stuff. Another use that I can think of is integers and random value stuffs. Also you can use it to determine the health-mana or whatever of a unit too
 
Level 9
Joined
Oct 3, 2006
Messages
302
Thanks a lot. Now I won't have a problem using the main senses
Okay, I have a new problem in the conversation trigger.
I've tried using these triggers but the action wont work. I'm figuring that there must be something wrong witht he condition

Event: 1. Shaman finishes casting an ability
Condition: 1. Ability being cast equal to converse (and) Target unit of ability being cast equal to peon
Action: 1. Transmission bla bla bla

Here's another thing I tried

Event: 1. Shaman finishes casting an ability
Condition: 1. Ability being cast equal to converse
2. Target unit of ability being cast equal to peon
Action: 1. Transmission bla bla bla

And another

Event: 1. Shaman finishes casting an ability
2. Shaman acquires a target object
Condition: 1. Ability being cast equal to converse
2. Target unit of ability being cast equal to peon
Action: 1. Transmission bla bla bla

None of those triggers actually works. Does anybody have a solution for this. Thank u so much for the previous posts btw.
 
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