- Joined
- Dec 6, 2012
- Messages
- 46
Wow map looks promising
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Wow map looks promising

Thanks! Yes and Im proud of my project map. To be honest, this is my first time creating a project map!![]()
Yes and i would like to play it as soon as possible
Since Legendary made you a signature.. can I make you a beta tester signature?
https://www.hiveworkshop.com/forums/pastebin_data/09znlu/Heroes Tale BETA Tester.jpg
depends on you, it's your map.. but it would be better if project members have a separate signature)

Hello to all users and game fan of mine. I have released the BETA tester signature but this is only usable at the BETA of the game so be patient because map is so so far from being a BETA. Its just at ALPHA.![]()
Hohow so releasing a new update?

No.... not yet at demo map. Im just notifying the users and those viewers of the newly created BETA tester signature created by En_Tropy.![]()
Game Intro

Events


Time - Elapsed game time is 2.00 seconds

Conditions

Actions


Cinematic - Turn cinematic mode On for (All players)


Cinematic - Disable user control for (All players)


Camera - Pan camera for Player 1 (Red) to (Center of Region 002 <gen>) over 0.01 seconds


Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency


Game - Display to (All players) for 7.00 seconds the text: There lived the Hum...


Wait 7.00 seconds


Game - Display to (All players) for 7.00 seconds the text: There is an adventu...


Wait 7.00 seconds


Game - Display to (All players) for 6.00 seconds the text: But one day, terrib...


Wait 6.00 seconds


Game - Display to (All players) for 5.00 seconds the text: Each day, the world...


Wait 5.00 seconds


Game - Display to (All players) for 5.00 seconds the text: H E R O E S T A L...


Wait 5.00 seconds


Game - Display to (All players) for 6.00 seconds the text: A tale where humani...


Wait 6.00 seconds


Game - Display to (All players) for 4.00 seconds the text: Evil!


Wait 4.00 seconds


Game - Display to (All players) for 5.00 seconds the text: Many are losing hop...


Wait 5.00 seconds


Game - Display to (All players) for 3.00 seconds the text: But a priest stands...


Wait 3.00 seconds


Unit - Create 1 Priest for Player 5 (Yellow) at (Center of Region 003 <gen>) facing 270.00 degrees


Unit Group - Pick every unit in (Units in Region 003 <gen>) and do (Actions)



Loop - Actions




Cinematic - Send transmission to (All players) from (Picked unit) named Priest: Play No sound and display The time of collaps.... Modify duration: Set to 3.00 seconds and Wait




Cinematic - Send transmission to (All players) from (Picked unit) named Priest: Play No sound and display Our world is being .... Modify duration: Set to 5.00 seconds and Wait




Cinematic - Send transmission to (All players) from (Picked unit) named Priest: Play No sound and display Is there still hope.... Modify duration: Set to 3.00 seconds and Wait




Cinematic - Send transmission to (All players) from (Picked unit) named Priest: Play No sound and display But I know that Her.... Modify duration: Set to 6.00 seconds and Wait


Wait 17.00 seconds


Game - Display to (All players) for 6.00 seconds the text: Angus is in the for...


Wait 6.00 seconds


Cinematic - Hide filter


Cinematic - Turn cinematic mode Off for (All players)
Unit - Create 1 Priest for Player 5 (Yellow) at (Center of Region 003 <gen>) facing 270.00 degrees
Cinematic - Send transmission to (All players) from (Last created unit) named Priest: Play No sound and display The time of collaps.... Modify duration: Set to 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Last created unit) named Priest: Play No sound and display Our world is being .... Modify duration: Set to 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Last created unit) named Priest: Play No sound and display Is there still hope.... Modify duration: Set to 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Last created unit) named Priest: Play No sound and display But I know that Her.... Modify duration: Set to 6.00 seconds and Wait
Game - Display to (All players) for 6.00 seconds the text: Angus is in the for...
I am having a problem on my triger for the intro. The problem in the part of the Priest talking, it will say the first line but the others...no!
Game Intro
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players)
Camera - Pan camera for Player 1 (Red) to (Center of Region 002 <gen>) over 0.01 seconds
Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Game - Display to (All players) for 7.00 seconds the text: There lived the Hum...
Wait 7.00 seconds
Game - Display to (All players) for 7.00 seconds the text: There is an adventu...
Wait 7.00 seconds
Game - Display to (All players) for 6.00 seconds the text: But one day, terrib...
Wait 6.00 seconds
Game - Display to (All players) for 5.00 seconds the text: Each day, the world...
Wait 5.00 seconds
Game - Display to (All players) for 5.00 seconds the text: H E R O E S T A L...
Wait 5.00 seconds
Game - Display to (All players) for 6.00 seconds the text: A tale where humani...
Wait 6.00 seconds
Game - Display to (All players) for 4.00 seconds the text: Evil!
Wait 4.00 seconds
Game - Display to (All players) for 5.00 seconds the text: Many are losing hop...
Wait 5.00 seconds
Game - Display to (All players) for 3.00 seconds the text: But a priest stands...
Wait 3.00 seconds
Unit - Create 1 Priest for Player 5 (Yellow) at (Center of Region 003 <gen>) facing 270.00 degrees
Unit Group - Pick every unit in (Units in Region 003 <gen>) and do (Actions)
Loop - Actions
Cinematic - Send transmission to (All players) from (Picked unit) named Priest: Play No sound and display The time of collaps.... Modify duration: Set to 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Picked unit) named Priest: Play No sound and display Our world is being .... Modify duration: Set to 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Picked unit) named Priest: Play No sound and display Is there still hope.... Modify duration: Set to 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Picked unit) named Priest: Play No sound and display But I know that Her.... Modify duration: Set to 6.00 seconds and Wait
Wait 17.00 seconds
Game - Display to (All players) for 6.00 seconds the text: Angus is in the for...
Wait 6.00 seconds
Cinematic - Hide filter
Cinematic - Turn cinematic mode Off for (All players)
hahaha.. why do you need to pick the unit ? why not use Last Created Unit ?
the Wait 17.00 seconds don't needed, because you already add the duration for each transmission.
Unit - Create 1 Priest for Player 5 (Yellow) at (Center of Region 003 <gen>) facing 270.00 degrees
Cinematic - Send transmission to (All players) from (Last created unit) named Priest: Play No sound and display The time of collaps.... Modify duration: Set to 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Last created unit) named Priest: Play No sound and display Our world is being .... Modify duration: Set to 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Last created unit) named Priest: Play No sound and display Is there still hope.... Modify duration: Set to 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Last created unit) named Priest: Play No sound and display But I know that Her.... Modify duration: Set to 6.00 seconds and Wait
Game - Display to (All players) for 6.00 seconds the text: Angus is in the for...
also, hide those trigger! they're long.
I will try to make a map for you

You need to fix the cliffs ASAP! The current situation is dire. I's suggest using one of the man-made cliffs which are probably recommended where you downloaded the custom texture. Also, please add more detail to your current zones at least. for a SPRPG, they are too generic. You need to make them look more unique.
You need to fix the cliffs ASAP! The current situation is dire. I's suggest using one of the man-made cliffs which are probably recommended where you downloaded the custom texture. Also, please add more detail to your current zones at least. for a SPRPG, they are too generic. You need to make them look more unique.

Offtopic: Hell Master, are you Allain / FinalMix?
I have never know that name...Ok, I am needing a help on a Main quest. I cant seem to make a trigger that will activate when unit has 3 of a specific item like that.... like having a number of quantity of item will update a quest. I can't seem to figure out on how to do that on trigger. Can someone help me make a trigger like that? +REP will be given!
Quest Update

Events


Unit - A unit Acquires an item

Conditions


(Item-type of (Item being manipulated)) Equal to Potion of Healing

Actions


Set Count = 0


For each (Integer Variable) from 1 to 6, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item carried by (Triggering unit) in slot Variable)) Equal to Potion of Healing





Then - Actions






Set Count = (Count + (Charges remaining in (Item carried by (Triggering unit) in slot Variable)))





Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Count Greater than or equal to 3



Then - Actions




Set Count = 3




For each (Integer Variable) from 1 to 6, do (Actions)





Loop - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








Count Greater than 0








(Item-type of (Item carried by (Triggering unit) in slot Variable)) Equal to Potion of Healing







Then - Actions








Hero - Drop (Item carried by (Triggering unit) in slot Variable) from (Triggering unit)








Set Count = (Count - (Charges remaining in (Last dropped item)))








Item - Remove (Last dropped item)







Else - Actions




Quest - Display to (All players) the Quest Update message: All the potion of h...




Trigger - Turn off (This trigger)



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Count Less than 0



Then - Actions




Hero - Create Potion of Healing and give it to (Triggering unit)




Item - Set charges remaining in (Last created item) to (Abs(Count))



Else - Actions
could you explain what number of quantity is ? is it charged ?
if yes then this is the trigger, this trigger should be initially on. when the quest received, turn on this trigger.
Quest Update
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Potion of Healing
Actions
Set Count = 0
For each (Integer Variable) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot Variable)) Equal to Potion of Healing
Then - Actions
Set Count = (Count + (Charges remaining in (Item carried by (Triggering unit) in slot Variable)))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Count Greater than or equal to 3
Then - Actions
Set Count = 3
For each (Integer Variable) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Count Greater than 0
(Item-type of (Item carried by (Triggering unit) in slot Variable)) Equal to Potion of Healing
Then - Actions
Hero - Drop (Item carried by (Triggering unit) in slot Variable) from (Triggering unit)
Set Count = (Count - (Charges remaining in (Last dropped item)))
Item - Remove (Last dropped item)
Else - Actions
Quest - Display to (All players) the Quest Update message: All the potion of h...
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Count Less than 0
Then - Actions
Hero - Create Potion of Healing and give it to (Triggering unit)
Item - Set charges remaining in (Last created item) to (Abs(Count))
Else - Actions
Yup, you are Allain. Don't lie to people. Anyway, onto topic, let's just hope this time, this time for real, this is not getting abandoned. I don't want to be an ass though.

Your not an ass? WHAT do you mean by ass?![]()
he was right, you shouldn't lie to people. I know you're Allain55x and FinalMix, the way you talk, the way you put emoticons, etc.Your not an ass? WHAT do you mean by ass?
he was right, you shouldn't lie to people. I know you're Allain55x and FinalMix, the way you walk, the way you put emoticons, etc.

Off-topic :Hiding will just lead you nowhere. Let's just hope that you won't abandon this one. I'll be sure to support you.
Anyway, you should know that this is not the thread for asking help, should be either in help zone or request section or even pm and vm. Suggestions are acceptable though.
The purpose of map development section is to tell events and progress of your map.[\hidden]
On~topic : how's the map going? I hope to see something fresh here.
@Hell Master, don't fear if you abandon a project, many of us did it before, no biggie if you abandon it since its your free time that you're using not theirs.

Of course there is nothing not to agree with. But in his situation, he made up to 3-4 (cannot recall correctly) threads, that were 100 - 200 posts, people made banners, loading screens and he just abandon it, create new account without noting of project's end and start a new one, which later was also abandoned. It is not that he lack time.@Hell Master, don't fear if you abandon a project, many of us did it before, no biggie if you abandon it since its your free time that you're using not theirs.
For the on-topic, slow progress.... but right now Im finishing the 2nd Main Quest but I will need your help in triggers.
Keep'em Coming! I am ready to help.
it's not slow progress, you are busy browsing THW.
Yeah, your actually right but Im busy browsing for HELP... Well, actualy the trigger you gave about the update is what I need but now I dont know how I will do the completion. The conditioning part when this completion will activate like when you enter the house and you have the required items, a cinematic will activate and Quest Complete. Have any idea, friend?
Set QuestCompleted = True
Entering House

Events


Unit - A unit enters Region 000 <gen>

Conditions


QuestCompleted Equal to True

Actions


//do actions//
just add a boolean check on the first trigger that i already gave to you. add them after the actions that update your quest.
and when the unit is entering the house, check if the QuestCompleted is true, then do your actions :
Set QuestCompleted = True
Entering House
Events
Unit - A unit enters Region 000 <gen>
Conditions
QuestCompleted Equal to True
Actions
//do actions//
If you want to dispense with the variable, there is also a boolean condition "Quest - Quest is completed". So if you're using the quest log anyway, you can save some effort.just add a boolean check on the first trigger that i already gave to you. add them after the actions that update your quest.
If you want to dispense with the variable, there is also a boolean condition "Quest - Quest is completed". So if you're using the quest log anyway, you can save some effort.
To all fan of this game and viewers:
I know this is a bad news but I will be stopping the project for 4-5 days because I will be very busy... some might say that these are excuses for abandoning this project but no, I am really busy! I may resume this at Wednesday or Thursday.
Item Stacking System

Events


Unit - A unit Acquires an item

Conditions


((Hero manipulating item) has an item of type (Item-type of (Item being manipulated))) Equal to True


(Item being manipulated) Not equal to (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated)))

Actions


Item - Set charges remaining in (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated))) to (Charges remaining in (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated))))


Hero - Drop (Item being manipulated) from (Hero manipulating item)


Item - Remove (Item being manipulated)
The Great Deal Update

Events


Unit - A unit Acquires an item

Conditions


(Item-type of (Item being manipulated)) Equal to Magic Stone

Actions


Set QuestComplete = True


Set Count = 0


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item-type of (Item carried by (Triggering unit) in slot Variable)) Equal to Magic Stone



Then - Actions




Set Count = (Count + (Charges remaining in (Item carried by (Triggering unit) in slot 1)))



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Count Greater than or equal to 3



Then - Actions




Set Count = 3




For each (Integer Variable) from 1 to 6, do (Actions)





Loop - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








Count Greater than 0








(Item-type of (Item carried by (Triggering unit) in slot Variable)) Equal to Magic Stone







Then - Actions








Hero - Drop (Item carried by (Triggering unit) in slot Variable) from (Triggering unit)








Set Count = (Count + (Charges remaining in (Last dropped item)))








Item - Remove (Last dropped item)







Else - Actions




Quest - Display to (All players) the Quest Update message: You have gathered 3...




Trigger - Turn off (This trigger)



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Count Less than 0



Then - Actions




Hero - Create Magic Stone and give it to (Triggering unit)




Item - Set charges remaining in (Last created item) to (Abs(Count))



Else - Actions
((Hero manipulating item) has an item of type (Item-type of (Item being manipulated))) Equal to True
(Item being manipulated) Not equal to (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated)))
Set QuestCompleted = True
Quest - Display to (All players) the Quest Update message: You have gathered 3...
who gave you this ? the conditions will always return false, of course it would do nothing. have you tried adding a game text to check if the trigger is really triggered ?
((Hero manipulating item) has an item of type (Item-type of (Item being manipulated))) Equal to True
(Item being manipulated) Not equal to (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated)))
and this
should be before this action :
Set QuestCompleted = True
Quest - Display to (All players) the Quest Update message: You have gathered 3...
