- Joined
- Aug 15, 2012
- Messages
- 318
Hi I have 1 issue with my teleport system for my RPG it works as a waypoint system kind of like in diablo but the issue I have is gamebreaking. What happens is I walk onto said waypoint and it opens the menu fine but when I go to teleport it doesnt move the triggering hero just the camera and the hero is still standing at the original waypoint any ideas?
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Waypoint Initialize
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Events
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Conditions
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Actions
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-------- assigns the areas to the respective variables --------
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-------- here you need to adjust for teleports! --------
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Set WaypointExplore[0] = WaypointExplore0 <gen>
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Set WaypointExplore[1] = WaypointExplore0 Copy <gen>
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Set WaypointExplore[2] = WaypointExplore0 Copy 2 <gen>
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Set WaypointExplore[3] = WaypointExplore0 Copy 3 <gen>
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Set WaypointExplore[4] = WaypointExplore0 Copy 4 <gen>
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Set WaypointExplore[5] = WaypointExplore0 Copy 5 <gen>
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Set WaypointExplore[6] = WaypointExplore0 Copy 6 <gen>
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Set WaypointExplore[7] = WaypointExplore0 Copy 7 <gen>
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Set WaypointExplore[8] = WaypointExplore0 Copy 8 <gen>
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Set WaypointDestination[0] = WayPointDestination0 <gen>
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Set WaypointDestination[1] = WayPointDestination0 Copy <gen>
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Set WaypointDestination[2] = WayPointDestination0 Copy 2 <gen>
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Set WaypointDestination[3] = WayPointDestination0 Copy 3 <gen>
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Set WaypointDestination[4] = WayPointDestination0 Copy 4 <gen>
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Set WaypointDestination[5] = WayPointDestination0 Copy 5 <gen>
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Set WaypointDestination[6] = WayPointDestination0 Copy 6 <gen>
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Set WaypointDestination[8] = WayPointDestination0 Copy 8 <gen>
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-------- assigns a hero to a player --------
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-------- here you need to adjust for teleports! --------
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Wait until (((Triggering unit) is A Hero) Equal to True), checking every 1.00 seconds
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Set Heroes[(Player number of Player 1 (Red))] = (Triggering unit)
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Set Heroes[(Player number of Player 2 (Blue))] = (Triggering unit)
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Set Heroes[(Player number of Player 3 (Teal))] = (Triggering unit)
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Set Heroes[(Player number of Player 4 (Purple))] = (Triggering unit)
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Set Heroes[(Player number of Player 5 (Yellow))] = (Triggering unit)
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Set Heroes[(Player number of Player 6 (Orange))] = (Triggering unit)
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Set Heroes[(Player number of Player 7 (Green))] = (Triggering unit)
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Set Heroes[(Player number of Player 8 (Pink))] = (Triggering unit)
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-------- selects the hero for player 1 --------
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Selection - Select Heroes[(Player number of Player 1 (Red))] for Player 1 (Red)
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-------- general information --------
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Game - Display to (All players) for 30.00 seconds the text: ### First, you need...
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WaypointTriggers
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Events
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Unit - A unit enters WaypointTrigger0 <gen>
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Unit - A unit enters WaypointTrigger0 Copy <gen>
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Unit - A unit enters WaypointTrigger0 Copy 2 <gen>
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Unit - A unit enters WaypointTrigger0 Copy 3 <gen>
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Unit - A unit enters WaypointTrigger0 Copy 4 <gen>
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Unit - A unit enters WaypointTrigger0 Copy 5 <gen>
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Unit - A unit enters WaypointTrigger0 Copy 6 <gen>
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Unit - A unit enters WaypointTrigger0 Copy 7 <gen>
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Unit - A unit enters WaypointTrigger0 Copy 8 <gen>
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Conditions
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((Entering unit) is A Hero) Equal to True
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Actions
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-------- you have to adjust the WaypointExplore areas above! --------
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-------- clears the dialog --------
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Dialog - Clear WaypointDialog[(Player number of (Owner of (Entering unit)))]
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-------- changes the title of the dialog --------
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Dialog - Change the title of WaypointDialog[(Player number of (Owner of (Entering unit)))] to |cffffcc00Waypoints...
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-------- dialog button for Waypoint 0 --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WaypointExploreBool0[(Player number of (Owner of (Entering unit)))] Equal to True
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Then - Actions
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-------- dialog button for Waypoint 0 will only be displayed if WaypointExploreBool0 is TRUE --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00King's Re...
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Set WaypointButton0[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
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Else - Actions
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-------- dialog button for Waypoint 1 --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WaypointExploreBool1[(Player number of (Owner of (Entering unit)))] Equal to True
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Then - Actions
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-------- dialog button for Waypoint 1 will only be displayed if WaypointExploreBool1 is TRUE --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Hunting G...
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Set WaypointButton1[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
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Else - Actions
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-------- dialog button for Waypoint 2 --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WaypointExploreBool2[(Player number of (Owner of (Entering unit)))] Equal to True
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Then - Actions
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-------- dialog button for Waypoint 2 will only be displayed if WaypointExploreBool2 is TRUE --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Baal's Ca...
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Set WaypointButton2[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
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Else - Actions
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-------- dialog button for Waypoint 3 --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WaypointExploreBool3[(Player number of (Owner of (Entering unit)))] Equal to True
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Then - Actions
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-------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Mephisto'...
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Set WaypointButton3[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WaypointExploreBool4[(Player number of (Owner of (Entering unit)))] Equal to True
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Then - Actions
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-------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Desert Vi...
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Set WaypointButton4[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WaypointExploreBool5[(Player number of (Owner of (Entering unit)))] Equal to True
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Then - Actions
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-------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00The Infes...
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Set WaypointButton5[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WaypointExploreBool6[(Player number of (Owner of (Entering unit)))] Equal to True
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Then - Actions
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-------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Carthage|...
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Set WaypointButton6[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WaypointExploreBool7[(Player number of (Owner of (Entering unit)))] Equal to True
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Then - Actions
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-------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Desert Pl...
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Set WaypointButton7[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WaypointExploreBool8[(Player number of (Owner of (Entering unit)))] Equal to True
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Then - Actions
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-------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Damned Is...
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Set WaypointButton8[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
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Else - Actions
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-------- cancel button --------
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Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Cancel|r
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-------- shows the dialog for the owner of entering unit --------
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Dialog - Show WaypointDialog[(Player number of (Owner of (Entering unit)))] for (Owner of (Entering unit))
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WaypointExplore
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Events
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Unit - A unit enters WaypointExplore0 <gen>
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Unit - A unit enters WaypointExplore0 Copy <gen>
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Unit - A unit enters WaypointExplore0 Copy 2 <gen>
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Unit - A unit enters WaypointExplore0 Copy 3 <gen>
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Unit - A unit enters WaypointExplore0 Copy 4 <gen>
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Unit - A unit enters WaypointExplore0 Copy 5 <gen>
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Unit - A unit enters WaypointExplore0 Copy 6 <gen>
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Unit - A unit enters WaypointExplore0 Copy 7 <gen>
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Conditions
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((Entering unit) is A Hero) Equal to True
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Actions
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-------- you have to adjust the WaypointExplore areas above! --------
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Wait 0.50 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(WaypointExplore[0] contains (Entering unit)) Equal to True
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Then - Actions
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-------- activates the option to teleport to this waypoint --------
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Set WaypointExploreBool0[(Player number of (Owner of (Entering unit)))] = True
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-------- makes the waypoint permanently visible --------
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[0]
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-------- creates a floating text above the waypoint --------
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Floating Text - Create floating text that reads Waypoint 0 at (Center of WaypointExplore[0]) with Z offset 150.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(WaypointExplore[1] contains (Entering unit)) Equal to True
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Then - Actions
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-------- activates the option to teleport to this waypoint --------
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Set WaypointExploreBool1[(Player number of (Owner of (Entering unit)))] = True
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-------- makes the waypoint permanently visible --------
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[1]
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-------- creates a floating text above the waypoint --------
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Floating Text - Create floating text that reads Waypoint 1 at (Center of WaypointExplore[1]) with Z offset 150.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(WaypointExplore[2] contains (Entering unit)) Equal to True
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Then - Actions
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-------- activates the option to teleport to this waypoint --------
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Set WaypointExploreBool2[(Player number of (Owner of (Entering unit)))] = True
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-------- makes the waypoint permanently visible --------
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[2]
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-------- creates a floating text above the waypoint --------
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Floating Text - Create floating text that reads Waypoint 2 at (Center of WaypointExplore[2]) with Z offset 150.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(WaypointExplore[3] contains (Entering unit)) Equal to True
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Then - Actions
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-------- activates the option to teleport to this waypoint --------
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Set WaypointExploreBool3[(Player number of (Owner of (Entering unit)))] = True
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-------- makes the waypoint permanently visible --------
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[3]
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-------- creates a floating text above the waypoint --------
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Floating Text - Create floating text that reads Waypoint 3 at (Center of WaypointExplore[3]) with Z offset 150.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(WaypointExplore[4] contains (Entering unit)) Equal to True
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Then - Actions
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-------- activates the option to teleport to this waypoint --------
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Set WaypointExploreBool4[(Player number of (Owner of (Entering unit)))] = True
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-------- makes the waypoint permanently visible --------
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[4]
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-------- creates a floating text above the waypoint --------
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Floating Text - Create floating text that reads Waypoint 4 at (Center of WaypointExplore[4]) with Z offset 150.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(WaypointExplore[5] contains (Entering unit)) Equal to True
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Then - Actions
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-------- activates the option to teleport to this waypoint --------
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Set WaypointExploreBool5[(Player number of (Owner of (Entering unit)))] = True
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-------- makes the waypoint permanently visible --------
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[5]
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-------- creates a floating text above the waypoint --------
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Floating Text - Create floating text that reads Waypoint 5 at (Center of WaypointExplore[5]) with Z offset 150.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(WaypointExplore[6] contains (Entering unit)) Equal to True
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Then - Actions
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-------- activates the option to teleport to this waypoint --------
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Set WaypointExploreBool6[(Player number of (Owner of (Entering unit)))] = True
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-------- makes the waypoint permanently visible --------
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[6]
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-------- creates a floating text above the waypoint --------
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Floating Text - Create floating text that reads Waypoint 6 at (Center of WaypointExplore[6]) with Z offset 150.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(WaypointExplore[7] contains (Entering unit)) Equal to True
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Then - Actions
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Set WaypointExploreBool7[(Player number of (Owner of (Entering unit)))] = True
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-------- makes the waypoint permanently visible --------
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[7]
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-------- creates a floating text above the waypoint --------
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Floating Text - Create floating text that reads Waypoint 7 at (Center of WaypointExplore[7]) with Z offset 150.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(WaypointExplore[8] contains (Entering unit)) Equal to True
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Then - Actions
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Set WaypointExploreBool8[(Player number of (Owner of (Entering unit)))] = True
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-------- makes the waypoint permanently visible --------
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[8]
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-------- creates a floating text above the waypoint --------
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Floating Text - Create floating text that reads Waypoint 8 at (Center of WaypointExplore[8]) with Z offset 150.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Else - Actions
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WaypointButtonClick
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Events
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Dialog - A dialog button is clicked for WaypointDialog[0]
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Dialog - A dialog button is clicked for WaypointDialog[1]
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Dialog - A dialog button is clicked for WaypointDialog[2]
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Dialog - A dialog button is clicked for WaypointDialog[3]
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Dialog - A dialog button is clicked for WaypointDialog[4]
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Dialog - A dialog button is clicked for WaypointDialog[5]
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Dialog - A dialog button is clicked for WaypointDialog[6]
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Dialog - A dialog button is clicked for WaypointDialog[7]
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Dialog - A dialog button is clicked for WaypointDialog[8]
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to WaypointButton0[(Player number of (Triggering player))]
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Then - Actions
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-------- teleports the hero to WaypointDestination0 --------
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Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[0])
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Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[0]) over 0.00 seconds
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-------- creates teleport special effect on the hero --------
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Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to WaypointButton1[(Player number of (Triggering player))]
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Then - Actions
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-------- teleports the hero to WaypointDestination1 --------
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Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[1])
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Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[1]) over 0.00 seconds
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-------- creates teleport special effect on the hero --------
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Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to WaypointButton2[(Player number of (Triggering player))]
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Then - Actions
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-------- teleports the hero to WaypointDestination2 --------
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Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[2])
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Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[2]) over 0.00 seconds
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-------- creates teleport special effect on the hero --------
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Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to WaypointButton3[(Player number of (Triggering player))]
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Then - Actions
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-------- teleports the hero to WaypointDestination3 --------
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Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[3])
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Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[3]) over 0.00 seconds
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-------- creates teleport special effect on the hero --------
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Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to WaypointButton4[(Player number of (Triggering player))]
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Then - Actions
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-------- teleports the hero to WaypointDestination3 --------
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Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[4])
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Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[4]) over 0.00 seconds
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-------- creates teleport special effect on the hero --------
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Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to WaypointButton5[(Player number of (Triggering player))]
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Then - Actions
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-------- teleports the hero to WaypointDestination3 --------
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Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[5])
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Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[5]) over 0.00 seconds
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-------- creates teleport special effect on the hero --------
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Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to WaypointButton6[(Player number of (Triggering player))]
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Then - Actions
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-------- teleports the hero to WaypointDestination3 --------
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Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[6])
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Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[6]) over 0.00 seconds
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-------- creates teleport special effect on the hero --------
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Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to WaypointButton7[(Player number of (Triggering player))]
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Then - Actions
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-------- teleports the hero to WaypointDestination3 --------
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Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[7])
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Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[7]) over 0.00 seconds
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-------- creates teleport special effect on the hero --------
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Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to WaypointButton8[(Player number of (Triggering player))]
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Then - Actions
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-------- teleports the hero to WaypointDestination3 --------
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Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[8])
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Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[8]) over 0.00 seconds
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-------- creates teleport special effect on the hero --------
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Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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