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Help with a trigger

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Level 7
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Aug 15, 2012
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318
I would like to make a trigger that when your hero enters region it creates the duplicate hero not far away for neutral hostile that you have to kill as a quest. If someone can give me a quick explaination on how to do this id appreaciate it I am working on finishing my RPG which I will upload here within the next few weeks as a beta test.
 
Level 15
Joined
Nov 30, 2007
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1,202
Here you go:
  • Your Trigger
    • Events
      • Unit - A unit enters (Select Region)
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Your Heroes Unit Type You can change this to something else.
    • Actions
      • Set tempPoint = (Select Region)
      • Unit - Create 1 Footman for (Triggering player) at tempPoint facing Default building facing degrees
      • Set tempUnit = (Last created unit)
      • Custom script: call RemoveLocation(udg_tempPoint)
      • Trigger - Add to QuestCompleted <gen> the event (Unit - tempUnit Dies)
      • Set tempUnit = No unit
      • Trigger - Turn off (This trigger)
      • Quest - Create a Required quest titled Kill the copy! with the description Your mission is to ..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Set Quest = (Last created quest)
      • Quest - Mark Quest as Discovered
      • Quest - Display to (All players) the Quest Update message: New quest recived.
      • Quest - Flash the quest dialog button
  • QuestCompleted
    • Events
    • Conditions
    • Actions
      • Quest - Mark Quest as Completed
      • Custom script: set udg_Quest = null
 
Level 7
Joined
Aug 15, 2012
Messages
318
so this would work to triggering unit?? like say I got my hero to walk into region I want him to duplicate in the area same stats same level so basically you fight yourself and the better one wins.. thanks for the help tho just dont think that is what I needed kinda gave me an idea tho ima try something
 
Level 7
Joined
Aug 15, 2012
Messages
318
Ok how I want this to work is when your hero enters the region you will duplicate and creeps, "ghosts" will spawn I can do that part after its easy but once you enter the oasis the quest will become available once you clear the ghosts of the "fallen" you will have to face yourself and after you killed all of them you will get the message quest completed and an item will drop on the ground where your copy dies. I also have a neutral hostile respawner but I would like to make it so that it doesnt affect that area if possible if not I can just make them spawn for a hostile player.
 
Level 15
Joined
Nov 30, 2007
Messages
1,202
Ok how I want this to work is when your hero enters the region you will duplicate and creeps, "ghosts" will spawn I can do that part after its easy but once you enter the oasis the quest will become available once you clear the ghosts of the "fallen" you will have to face yourself and after you killed all of them you will get the message quest completed and an item will drop on the ground where your copy dies. I also have a neutral hostile respawner but I would like to make it so that it doesnt affect that area if possible if not I can just make them spawn for a hostile player.

You turn off the trigger and create a new trigger as seen below there. You add a display message action and create a item at tempPoint which you set to be the positing of dying Unit.

I dont know how your neutral hostile repawner works can't help you with that.
 
Level 7
Joined
Aug 15, 2012
Messages
318
Here's the trigger I made off of the one you gave me changed triggering player otherwise its all the same as seen here
  • Oasis Quest
    • Events
      • Unit - A unit enters New <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to (Unit-type of Hero[0])
    • Actions
      • Set tempPoint = New <gen>
      • Unit - Create 1 (Unit-type of (Triggering unit)) for (Triggering player) at (Center of You <gen>) facing Default building facing degrees
      • Set tempUnit = (Last created unit)
      • Custom script: call RemoveLocation(udg_tempPoint)
      • Trigger - Add to Oasis Completed <gen> the event (Unit - tempUnit Dies)
      • Set tempUnit = No unit
      • Trigger - Turn off (This trigger)
      • Quest - Create a Required quest titled Oasis with the description You stumble upon an..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Set Oasis = (Last created quest)
      • Quest - Mark Oasis as Discovered
      • Quest - Display to (All players) the Quest Update message: The Oasis has been ...
      • Quest - Flash the quest dialog button
Quest Completed
  • Oasis Completed
    • Events
    • Conditions
    • Actions
      • Quest - Mark Oasis as Completed
      • Custom script: set edg_Oasis = null
      • Item - Create Hidden Dagger at (Center of You <gen>)
 
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