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[Trigger] How to import the trigger??

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Level 7
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Jan 30, 2011
Messages
267
was it a gui trigger? if yes:
1. delete the trigger again
2. go to File -> Preconfiguration -> General -> Add unknown variables on import of new triggers (or smth like that^^)
3. paste your trigger again

beside that, can you post the trigger here pls?
 
Level 30
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Nov 29, 2012
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To make it different, maybe there is something wrong also with things involved in abilities, items, spells and more... We all know they dont copy themselves on another map except if there is an item, spell, and etc like that... on that map.

For example you attempted to copy your trigger that involves your custom spell, that will not copy the spell into the triggers except if there is a spell like that in the map your gonna paste that to.

But really, what error are you refering to? Please explain further and complete.
 
was it a gui trigger? if yes:
1. delete the trigger again
2. go to File -> Preconfiguration -> General -> Add unknown variables on import of new triggers (or smth like that^^)
3. paste your trigger again

beside that, can you post the trigger here pls?

this is what u need to check follow step 2.
then delete and paste ur trigger again.

If this doesnt work post the trigger here so we can take a look at it.

or post ur map and the trigger so someone can do it for u.
 
Level 4
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Messages
94
Wave Form
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Waveform
Actions
Set WF_Caster = (Triggering unit)
Set WF_Caster_Loc = (Position of WF_Caster)
Set WF_Point = (Target point of ability being cast)
Set WF_Angle = (Angle from WF_Caster_Loc to WF_Point)
Set WF_Distance = (Distance between WF_Caster_Loc and WF_Point)
Set WF_Check = False
Unit - Turn collision for WF_Caster Off
Unit - Hide WF_Caster
Custom script: call RemoveLocation (udg_WF_Caster_Loc)
Trigger - Turn on Wave Form Action <gen>
Wait until (WF_Check Equal to True), checking every 0.10 seconds
Unit - Unhide WF_Caster
Selection - Select WF_Caster for (Owner of WF_Caster)
Unit - Turn collision for WF_Caster On
Trigger - Turn off Wave Form Action <gen>
Custom script: call RemoveLocation (udg_WF_Point)

Wave Form Action
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Set WF_Caster_Loc = (Position of WF_Caster)
Set WF_Offset = (WF_Caster_Loc offset by 50.00 towards WF_Angle degrees)
Set WF_Distance = (Distance between WF_Caster_Loc and WF_Point)
Unit - Move WF_Caster instantly to WF_Offset, facing WF_Angle degrees
Special Effect - Create a special effect at WF_Caster_Loc using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 225.00 of WF_Caster_Loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of WF_Caster)) Equal to True)))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in WF_Group) Not equal to True
Then - Actions
Unit Group - Add (Picked unit) to WF_Group
Unit - Cause WF_Caster to damage (Picked unit), dealing (100.00 + (75.00 x (Real((Level of Waveform for WF_Caster))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WF_Distance Less than or equal to 50.00
Then - Actions
Set WF_Check = True
Unit Group - Remove all units from WF_Group
Trigger - Turn off (This trigger)
Else - Actions
Custom script: call RemoveLocation (udg_WF_Caster_Loc)
Custom script: call RemoveLocation (udg_WF_Offset)
 
Last edited by a moderator:
but inside that file have 2 trigger

yes but use trigger tags for each of them and it gets seperated

edit: see how its done

  • Wave Form
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Waveform
    • Actions
      • Set WF_Caster = (Triggering unit)
      • Set WF_Caster_Loc = (Position of WF_Caster)
      • Set WF_Point = (Target point of ability being cast)
      • Set WF_Angle = (Angle from WF_Caster_Loc to WF_Point)
      • Set WF_Distance = (Distance between WF_Caster_Loc and WF_Point)
      • Set WF_Check = False
      • Unit - Turn collision for WF_Caster Off
      • Unit - Hide WF_Caster
      • Custom script: call RemoveLocation (udg_WF_Caster_Loc)
      • Trigger - Turn on Wave Form Action <gen>
      • Wait until (WF_Check Equal to True), checking every 0.10 seconds
      • Unit - Unhide WF_Caster
      • Selection - Select WF_Caster for (Owner of WF_Caster)
      • Unit - Turn collision for WF_Caster On
      • Trigger - Turn off Wave Form Action <gen>
      • Custom script: call RemoveLocation (udg_WF_Point)
  • Wave Form Action
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Set WF_Caster_Loc = (Position of WF_Caster)
      • Set WF_Offset = (WF_Caster_Loc offset by 50.00 towards WF_Angle degrees)
      • Set WF_Distance = (Distance between WF_Caster_Loc and WF_Point)
      • Unit - Move WF_Caster instantly to WF_Offset, facing WF_Angle degrees
      • Special Effect - Create a special effect at WF_Caster_Loc using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 225.00 of WF_Caster_Loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of WF_Caster)) Equal to True)))) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in WF_Group) Not equal to True
            • Then - Actions
              • Unit Group - Add (Picked unit) to WF_Group
              • Unit - Cause WF_Caster to damage (Picked unit), dealing (100.00 + (75.00 x (Real((Level of Waveform for WF_Caster))))) damage of attack type Spells and damage type Normal
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • WF_Distance Less than or equal to 50.00
        • Then - Actions
          • Set WF_Check = True
          • Unit Group - Remove all units from WF_Group
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • Custom script: call RemoveLocation (udg_WF_Caster_Loc)
      • Custom script: call RemoveLocation (udg_WF_Offset)
edit: ur problem has to be in the way ur trying to copy them to ur map. i cant see anything that would cause the trigger to not work correctly.
 
Level 4
Joined
Jan 1, 2013
Messages
94
that 400.3KB is my map....thanks:ogre_haosis:
 

Attachments

  • Waveform.w3x
    22.8 KB · Views: 47
  • WorldEditTestMap~1.w3x
    400.3 KB · Views: 48
Level 4
Joined
Jan 1, 2013
Messages
94
I still have many spells need to put in my map==...what does mean Set WF_Caster?And where can I find it?

that means I need to delete the Counter Helix first?
 
Last edited by a moderator:
Level 30
Joined
Nov 29, 2012
Messages
6,637
that means I need to delete the Counter Helix first?

In this trigger:

  • Wave Form
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Counter Helix
    • Actions
      • Set WF_Caster = (Triggering unit)
      • Set WF_Caster_Loc = (Position of WF_Caster)
      • Set WF_Point = (Target point of ability being cast)
      • Set WF_Angle = (Angle from WF_Caster_Loc to WF_Point)
      • Set WF_Distance = (Distance between WF_Caster_Loc and WF_Point)
      • Set WF_Check = False
      • Unit - Turn collision for WF_Caster Off
      • Unit - Hide WF_Caster
      • Custom script: call RemoveLocation (udg_WF_Caster_Loc)
      • Trigger - Turn on Wave Form Action <gen>
      • Wait until (WF_Check Equal to True), checking every 0.10 seconds
      • Unit - Unhide WF_Caster
      • Selection - Select WF_Caster for (Owner of WF_Caster)
      • Unit - Turn collision for WF_Caster On
      • Trigger - Turn off Wave Form Action <gen>
      • Custom script: call RemoveLocation (udg_WF_Point)
Find this:

  • (Ability being cast) Equal to Counter Helix
and Change the Counter Helix to the Waveform ability.

AND also when copy/pasting the trigger, the Turn On trigger abilities in the trigger might be missing, just add the Waveform Action there.

And those Set WF_Casters are variables, there are no problems in there except if you didnt turn on create unknown variable as what others said.
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Set WF_Casters are variables??that means I can put whatever I want?

What I meant is they are variables set to something to save an information in the trigger for later use for example:

You have a variable Unit and you do this:
  • Set Unit = (Last Created Unit)
That means the variable Unit will be set to the Last Created Unit. Now if you are gonna order a Last Created Unit for example to cast a spell, your not anymore gonna use that but you are gonna use the variable unit.

Setting Variables saves you from risks and sometimes bugs in triggers.
 
Level 4
Joined
Jan 1, 2013
Messages
94
Sorry, my english not very good==...this is my trigger after I put it in my map:ogre_hurrhurr: May you help me see:ogre_haosis:?
 

Attachments

  • WorldEditTestMap~1.w3x
    401.7 KB · Views: 25
Level 30
Joined
Nov 29, 2012
Messages
6,637
Sorry, my english not very good==...this is my trigger after I put it in my map:ogre_hurrhurr: May you help me see:ogre_haosis:?

Here's the test map again. You forgot to change the Counter Helix to Waveform as what I've said.:cgrin:

I've also put up an Archmage in the game with the Waveform ability for testing purpose, try casting it and it will work!
 

Attachments

  • WorldEditTestMap~1.w3x
    403.8 KB · Views: 79
Level 4
Joined
Jan 1, 2013
Messages
94
the action and that spell will don't work and with shaded....If I start the game,The game will say the trigger is error
 
np lol

here is a pic of a shadowed action.

just double click the action that is shaded then click the ok button and it will be unshaded
 

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  • shaded.PNG
    shaded.PNG
    3.8 KB · Views: 48
Level 4
Joined
Jan 1, 2013
Messages
94
I had found the turn on trigger but can't do anything to it...This is the map and I added a spell called Universal Stop...can't function:ogre_rage::ogre_rage:
 

Attachments

  • Universal Stop.w3x
    18.6 KB · Views: 46
  • WorldEditTestMap~2.w3x
    410.6 KB · Views: 51
Level 4
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Messages
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When I press okay,it came out "This Function cannot be enabled the variables "(something)" does not exist."
 
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