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[Trigger] How can i get this to work?

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Jan 6, 2008
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Hi, ive gotten Tige_R's Movement system, and i want him to go Backwards, here are the triggers ive gotten, thats making him move + Backwards variable..

  • Lock Behind Presses
    • Events
      • Player - Player 1 (Red) Presses the Down Arrow key
      • Player - Player 2 (Blue) Presses the Down Arrow key
      • Player - Player 3 (Teal) Presses the Down Arrow key
      • Player - Player 4 (Purple) Presses the Down Arrow key
      • Player - Player 5 (Yellow) Presses the Down Arrow key
      • Player - Player 6 (Orange) Presses the Down Arrow key
      • Player - Player 7 (Green) Presses the Down Arrow key
      • Player - Player 8 (Pink) Presses the Down Arrow key
      • Player - Player 9 (Gray) Presses the Down Arrow key
      • Player - Player 10 (Light Blue) Presses the Down Arrow key
      • Player - Player 11 (Dark Green) Presses the Down Arrow key
      • Player - Player 12 (Brown) Presses the Down Arrow key
    • Conditions
    • Actions
      • Set Control_Boolean4[(Player number of (Triggering player))] = True
  • Lock Behind Releases
    • Events
      • Player - Player 1 (Red) Releases the Down Arrow key
      • Player - Player 2 (Blue) Releases the Down Arrow key
      • Player - Player 3 (Teal) Releases the Down Arrow key
      • Player - Player 4 (Purple) Releases the Down Arrow key
      • Player - Player 5 (Yellow) Releases the Down Arrow key
      • Player - Player 6 (Orange) Releases the Down Arrow key
      • Player - Player 7 (Green) Releases the Down Arrow key
      • Player - Player 8 (Pink) Releases the Down Arrow key
      • Player - Player 9 (Gray) Releases the Down Arrow key
      • Player - Player 10 (Light Blue) Releases the Down Arrow key
      • Player - Player 11 (Dark Green) Releases the Down Arrow key
      • Player - Player 12 (Brown) Releases the Down Arrow key
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Moving_units[(Integer A)] Not equal to No unit
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Control_Boolean4[(Integer A)] Equal to True
                • Then - Actions
                  • Set Leak_point[6] = (Position of Moving_units[(Integer A)])
                  • Set Leak_point[7] = (Leak_point[6] offset by -100.00 towards (Facing of Moving_units[(Integer A)]) degrees)
                  • Set Control_Boolean4[(Player number of (Triggering player))] = False
                  • Unit - Order Moving_units[(Integer A)] to Move To Leak_point[7]
                  • Custom script: call RemoveLocation(udg_Leak_point[6])
                  • Custom script: call RemoveLocation(udg_Leak_point[7])
                • Else - Actions
            • Else - Actions
  • Moving unit
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
      • Player - Player 7 (Green) Selects a unit
      • Player - Player 8 (Pink) Selects a unit
      • Player - Player 9 (Gray) Selects a unit
      • Player - Player 10 (Light Blue) Selects a unit
      • Player - Player 11 (Dark Green) Selects a unit
      • Player - Player 12 (Brown) Selects a unit
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Not equal to Moving_units[(Player number of (Triggering player))]
          • Moving_units[(Player number of (Triggering player))] Not equal to No unit
        • Then - Actions
          • Unit - Set Moving_units[(Player number of (Triggering player))] movement speed to (Default movement speed of Moving_units[(Player number of (Triggering player))])
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Not equal to Moving_units[(Player number of (Triggering player))]
          • (Owner of (Triggering unit)) Equal to (Triggering player)
        • Then - Actions
          • Set Moving_units[(Player number of (Triggering player))] = (Triggering unit)
        • Else - Actions
  • Moving With Arrows And Mana
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Moving_units[(Integer A)] Not equal to No unit
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Control_Boolean1[(Integer A)] Equal to True
                • Then - Actions
                  • Set Leak_point[1] = (Position of Moving_units[(Integer A)])
                  • Set Leak_point[2] = (Leak_point[1] offset by 20.00 towards (Facing of Moving_units[(Integer A)]) degrees)
                  • Unit - Order Moving_units[(Integer A)] to Move To Leak_point[2]
                  • Custom script: call RemoveLocation(udg_Leak_point[1])
                  • Custom script: call RemoveLocation(udg_Leak_point[2])
                • Else - Actions
                  • Animation - Change Moving_units[(Integer A)] turn speed to (Default turn speed of Moving_units[(Integer A)])
            • Else - Actions
              • For each (Integer A) from 1 to 12, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Moving_units[(Integer A)] Not equal to No unit
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Control_Boolean2[(Integer A)] Equal to True
                        • Then - Actions
                          • -------- You can here set the lock speed [ Right ] --------
                          • Set Leak_point_right_left[1] = ((Facing of Moving_units[(Integer A)]) - 15.00)
                          • Unit - Make Moving_units[(Integer A)] face Leak_point_right_left[1] over 0.00 seconds
                        • Else - Actions
                    • Else - Actions
                      • For each (Integer A) from 1 to 12, do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Moving_units[(Integer A)] Not equal to No unit
                            • Then - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Control_Boolean3[(Integer A)] Equal to True
                                • Then - Actions
                                  • -------- You can here set the lock speed [ Left ] --------
                                  • Set Leak_point_right_left[2] = ((Facing of Moving_units[(Integer A)]) + 15.00)
                                  • Unit - Make Moving_units[(Integer A)] face Leak_point_right_left[2] over 0.00 seconds
                                • Else - Actions
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Control_Boolean8[(Player number of (Triggering player))] Equal to True
                                • Then - Actions
                                  • -------- You can here set the mana Reduceing when use dash --------
                                  • Unit - Set mana of Moving_units[(Player number of (Triggering player))] to ((Mana of Moving_units[(Player number of (Triggering player))]) - 0.05)
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Mana of Moving_units[(Player number of (Triggering player))]) Equal to 0.00
                                    • Then - Actions
                                      • Unit - Set Moving_units[(Player number of (Triggering player))] movement speed to (Default movement speed of Moving_units[(Player number of (Triggering player))])
                                      • Set Control_Boolean7[(Player number of (Triggering player))] = False
                                      • Set Control_Boolean8[(Player number of (Triggering player))] = False
                                    • Else - Actions
                                • Else - Actions
I hope you figure out a way, + rep to the helpers.
 
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