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[Trigger] How to create Trigger Special Event Like X Hero Siege

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[Thread : About Map "X Hero Siege"]

- How to create a trigger when special events expire, all players are placed in their respective places (If You ever play the map you will understand what i mean about) / I mean Special event to help all players to collect gold from killing creeps, and when all creep is dead, come again another creep.

[Please Understand It / I desperately need friends rock]
- I want to use this to trigger my map that I built, I screwed while making this trigger.


  • Special Event A
    • Events
    • Conditions
    • Actions
      • Countdown Timer - Start SE_Timer[0] as a One-shot timer that will expire in (60.00 x 5.00) seconds
      • Countdown Timer - Create a timer window for SE_Timer[0] with title SE 1: <Collecting G...
      • Countdown Timer - Show (Last created timer window)
      • Set TimerWindowSE = (Last created timer window)
      • Wait (60.00 x 5.00) seconds
      • Countdown Timer - Destroy TimerWindowSE
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Picked unit)) Not equal to Player 1 (Red)
              • (Owner of (Picked unit)) Not equal to Player 2 (Blue)
              • (Owner of (Picked unit)) Not equal to Player 3 (Teal)
              • (Owner of (Picked unit)) Not equal to Player 4 (Purple)
              • (Owner of (Picked unit)) Not equal to Player 5 (Yellow)
              • (Owner of (Picked unit)) Not equal to Player 6 (Orange)
            • Then - Actions
              • Set SE_Picked[0] = (Picked unit)
              • Trigger - Turn on Special Event p <gen>
            • Else - Actions
          • Unit - Pause SE_Picked[0]
      • -------- ========================== --------
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Picked unit)) Equal to Player 1 (Red)
              • (Owner of (Picked unit)) Equal to Player 2 (Blue)
              • (Owner of (Picked unit)) Equal to Player 3 (Teal)
              • (Owner of (Picked unit)) Equal to Player 4 (Purple)
              • (Owner of (Picked unit)) Equal to Player 5 (Yellow)
              • (Owner of (Picked unit)) Equal to Player 6 (Orange)
              • ((Picked unit) is A Hero) Equal to True
            • Then - Actions
              • Set SE_Picked[1] = (Picked unit)
            • Else - Actions
          • Unit - Pause SE_Picked[1]
      • Set KillDeath[0] = 6
      • Set KillDeath[1] = 6
      • Set KillDeath[2] = 6
      • Set KillDeath[3] = 6
      • Set KillDeath[4] = 6
      • Set KillDeath[5] = 6
      • Unit Group - Pick every unit in (Units owned by Player 1 (Red) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE ONE <gen>))
      • Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE TWO <gen>))
      • Unit Group - Pick every unit in (Units owned by Player 3 (Teal) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE THREE <gen>))
      • Unit Group - Pick every unit in (Units owned by Player 4 (Purple) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE FOUR <gen>))
      • Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE FIVE <gen>))
      • Unit Group - Pick every unit in (Units owned by Player 6 (Orange) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE SIX <gen>))
      • Wait 5.00 seconds
      • Unit - Unpause SE_Picked[1]
      • Countdown Timer - Start SE_Timer[0] as a One-shot timer that will expire in 80.00 seconds
      • Countdown Timer - Create a timer window for SE_Timer[0] with title SE 1: <END>
      • Countdown Timer - Show (Last created timer window)
      • -------- ====================== --------
      • Unit - Create KillDeath[0] CreepWave[95] for Player 7 (Green) at (Center of SE ONE <gen>) facing Default building facing degrees
      • Unit - Create KillDeath[1] CreepWave[95] for Player 7 (Green) at (Center of SE TWO <gen>) facing Default building facing degrees
      • Unit - Create KillDeath[2] CreepWave[95] for Player 7 (Green) at (Center of SE THREE <gen>) facing Default building facing degrees
      • Unit - Create KillDeath[3] CreepWave[95] for Player 7 (Green) at (Center of SE FOUR <gen>) facing Default building facing degrees
      • Unit - Create KillDeath[4] CreepWave[95] for Player 7 (Green) at (Center of SE FIVE <gen>) facing Default building facing degrees
      • Unit - Create KillDeath[5] CreepWave[95] for Player 7 (Green) at (Center of SE SIX <gen>) facing Default building facing degrees
      • -------- ====================== --------
      • Set TimerWindowSE = (Last created timer window)
      • Wait 80.00 seconds
      • Countdown Timer - Destroy TimerWindowSE
  • Special Event a
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to CreepWave[95]
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Killing unit)) Equal to Player 1 (Red)
            • Then - Actions
              • Set KillDeath[0] = (KillDeath[0] - 1)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • KillDeath[0] Less than or equal to 0
                • Then - Actions
                  • Set KillDeath[0] = 6
                  • Unit - Create KillDeath[0] CreepWave[96] for Player 7 (Green) at (Center of SE ONE <gen>) facing Default building facing degrees
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Unit-type of (Dying unit)) Equal to CreepWave[96]
                    • Then - Actions
                      • Set KillDeath[0] = (KillDeath[0] - 1)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • KillDeath[0] Less than or equal to 0
                        • Then - Actions
                          • Set KillDeath[0] = 6
                          • Unit - Create KillDeath[0] CreepWave[97] for Player 7 (Green) at (Center of SE ONE <gen>) facing Default building facing degrees
                        • Else - Actions
        • Else - Actions
  • Special Event p
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Pause SE_Picked[0]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Initial time for SE_Timer[0]) Less than or equal to 0.00
        • Then - Actions
          • Unit - Unpause SE_Picked[0]
          • Trigger - Turn off (This trigger)
        • Else - Actions

P/S: TO MANY WRONG IDEA:ogre_frown:

234397-albums6953-picture77091.jpg


EXAMPLE PICTURE HERE!!

234397-albums6953-picture77093.jpg


@@And then after i killed all that creep, incoming creep not come out, <Trigger Problem>

234397-albums6953-picture77092.jpg


/ / Excuse me with vague explanation / /:ogre_frown:
 
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