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How Do I Open/Close Gate using...

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Level 3
Joined
Jun 3, 2007
Messages
50
Hi, I've noticed on some of the custom campaigns that I've played on battle.net that you can open/or close a gate by just typing for example, -close or -open
So now I'm making myself a map and I want to know how you can do just that!

like where in the Trigger Editor do I have to go to do that?
any help is appreciated and thank you VERY MUCH in advanced! :grin:
 
Level 5
Joined
May 27, 2007
Messages
132
If you can't find the exact triggers:

Event: Player #(Color) types a message message matching "-open" as an exact match.
Action: Open Gate Gate###

You'll need to select the gate, and if you want LoaP type things where only an owner can get in, then it'll be much more complicated.
 
Level 10
Joined
Jan 21, 2007
Messages
576
Not really, just this:

  • Helping Teh Noobies
    • Events
      • Player - Player 1 (Red) types a chat message containing -open gate as An exact match
      • Player - Player 2 (Blue) types a chat message containing -open gate as An exact match
      • Player - Player 4 (Purple) types a chat message containing -open gate as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -open gate as An exact match
      • Player - Player 6 (Orange) types a chat message containing -open gate as An exact match
      • Player - Player 8 (Pink) types a chat message containing -open gate as An exact match
      • Player - Player 9 (Gray) types a chat message containing -open gate as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -open gate as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -open gate as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -open gate as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 1 (Red)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0049 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 2 (Blue)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0050 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 3 (Teal)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0051 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 4 (Teal)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0052 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 5 (Yellow)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0053 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 6 (Orange)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0054 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 7 (Green)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0055 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 8 (Pink)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0056 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 9 (Gray)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0057 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 10 (Dark Green)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0058 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 11 (Dark Green)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0059 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering player) Equal to Player 12 (Dark Green)
        • Then - Actions
          • Destructible - Open Demonic Gate (Horizontal) 0060 <gen>
        • Else - Actions
Then just add/subtract gates to the if/then/elses each one of these could aternatively be in a seperate trigger though, or you could make a trigger for each gate you have then check if the player owns the COP by it. There are a ton of ways do this, some simpler then others.
 
Level 21
Joined
Aug 21, 2005
Messages
3,699
That's one hell of a long trigger that could easily be loop-able...

Events: Same as Gost's
Conditions: none
Actions:
Loop - For each Integer A from 1 to 12 do:
If (Triggering Player) equal to Player [Integer A] // Convert player index to integer
Then: open Gate [Integer A]
Else: Do nothing

Gate [Integer] is a Destructible variable with an array of 12. Each gate should be added to the destructible variable at map initialization...

(I like to keep it short...)
 
Level 10
Joined
Jan 21, 2007
Messages
576
Yea true i could have done the for each interger A and d that be the player number.
 
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