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[Trigger] How to make it teleport any hero

Discussion in 'Triggers & Scripts' started by Crystalknoct, Feb 6, 2015.

  1. Crystalknoct

    Crystalknoct

    Joined:
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    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?

    Show
    • Waypoint Initialize
      • Events
      • Conditions
      • Actions
        • -------- assigns the areas to the respective variables --------
        • -------- here you need to adjust for teleports! --------
        • Set WaypointExplore[0] = WaypointExplore0 <gen>
        • Set WaypointExplore[1] = WaypointExplore0 Copy <gen>
        • Set WaypointExplore[2] = WaypointExplore0 Copy 2 <gen>
        • Set WaypointExplore[3] = WaypointExplore0 Copy 3 <gen>
        • Set WaypointExplore[4] = WaypointExplore0 Copy 4 <gen>
        • Set WaypointExplore[5] = WaypointExplore0 Copy 5 <gen>
        • Set WaypointExplore[6] = WaypointExplore0 Copy 6 <gen>
        • Set WaypointExplore[7] = WaypointExplore0 Copy 7 <gen>
        • Set WaypointExplore[8] = WaypointExplore0 Copy 8 <gen>
        • Set WaypointDestination[0] = WayPointDestination0 <gen>
        • Set WaypointDestination[1] = WayPointDestination0 Copy <gen>
        • Set WaypointDestination[2] = WayPointDestination0 Copy 2 <gen>
        • Set WaypointDestination[3] = WayPointDestination0 Copy 3 <gen>
        • Set WaypointDestination[4] = WayPointDestination0 Copy 4 <gen>
        • Set WaypointDestination[5] = WayPointDestination0 Copy 5 <gen>
        • Set WaypointDestination[6] = WayPointDestination0 Copy 6 <gen>
        • Set WaypointDestination[8] = WayPointDestination0 Copy 8 <gen>
        • -------- assigns a hero to a player --------
        • -------- here you need to adjust for teleports! --------
        • Wait until (((Triggering unit) is A Hero) Equal to True), checking every 1.00 seconds
        • Set Heroes[(Player number of Player 1 (Red))] = (Triggering unit)
        • Set Heroes[(Player number of Player 2 (Blue))] = (Triggering unit)
        • Set Heroes[(Player number of Player 3 (Teal))] = (Triggering unit)
        • Set Heroes[(Player number of Player 4 (Purple))] = (Triggering unit)
        • Set Heroes[(Player number of Player 5 (Yellow))] = (Triggering unit)
        • Set Heroes[(Player number of Player 6 (Orange))] = (Triggering unit)
        • Set Heroes[(Player number of Player 7 (Green))] = (Triggering unit)
        • Set Heroes[(Player number of Player 8 (Pink))] = (Triggering unit)
        • -------- selects the hero for player 1 --------
        • Selection - Select Heroes[(Player number of Player 1 (Red))] for Player 1 (Red)
        • -------- general information --------
        • Game - Display to (All players) for 30.00 seconds the text: ### First, you need...


    Show
    • WaypointTriggers
      • Events
        • Unit - A unit enters WaypointTrigger0 <gen>
        • Unit - A unit enters WaypointTrigger0 Copy <gen>
        • Unit - A unit enters WaypointTrigger0 Copy 2 <gen>
        • Unit - A unit enters WaypointTrigger0 Copy 3 <gen>
        • Unit - A unit enters WaypointTrigger0 Copy 4 <gen>
        • Unit - A unit enters WaypointTrigger0 Copy 5 <gen>
        • Unit - A unit enters WaypointTrigger0 Copy 6 <gen>
        • Unit - A unit enters WaypointTrigger0 Copy 7 <gen>
        • Unit - A unit enters WaypointTrigger0 Copy 8 <gen>
      • Conditions
        • ((Entering unit) is A Hero) Equal to True
      • Actions
        • -------- you have to adjust the WaypointExplore areas above! --------
        • -------- clears the dialog --------
        • Dialog - Clear WaypointDialog[(Player number of (Owner of (Entering unit)))]
        • -------- changes the title of the dialog --------
        • Dialog - Change the title of WaypointDialog[(Player number of (Owner of (Entering unit)))] to |cffffcc00Waypoints...
        • -------- dialog button for Waypoint 0 --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WaypointExploreBool0[(Player number of (Owner of (Entering unit)))] Equal to True
          • Then - Actions
            • -------- dialog button for Waypoint 0 will only be displayed if WaypointExploreBool0 is TRUE --------
            • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00King's Re...
            • Set WaypointButton0[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
          • Else - Actions
        • -------- dialog button for Waypoint 1 --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WaypointExploreBool1[(Player number of (Owner of (Entering unit)))] Equal to True
          • Then - Actions
            • -------- dialog button for Waypoint 1 will only be displayed if WaypointExploreBool1 is TRUE --------
            • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Hunting G...
            • Set WaypointButton1[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
          • Else - Actions
        • -------- dialog button for Waypoint 2 --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WaypointExploreBool2[(Player number of (Owner of (Entering unit)))] Equal to True
          • Then - Actions
            • -------- dialog button for Waypoint 2 will only be displayed if WaypointExploreBool2 is TRUE --------
            • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Baal's Ca...
            • Set WaypointButton2[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
          • Else - Actions
        • -------- dialog button for Waypoint 3 --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WaypointExploreBool3[(Player number of (Owner of (Entering unit)))] Equal to True
          • Then - Actions
            • -------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
            • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Mephisto'...
            • Set WaypointButton3[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WaypointExploreBool4[(Player number of (Owner of (Entering unit)))] Equal to True
          • Then - Actions
            • -------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
            • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Desert Vi...
            • Set WaypointButton4[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WaypointExploreBool5[(Player number of (Owner of (Entering unit)))] Equal to True
          • Then - Actions
            • -------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
            • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00The Infes...
            • Set WaypointButton5[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WaypointExploreBool6[(Player number of (Owner of (Entering unit)))] Equal to True
          • Then - Actions
            • -------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
            • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Carthage|...
            • Set WaypointButton6[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WaypointExploreBool7[(Player number of (Owner of (Entering unit)))] Equal to True
          • Then - Actions
            • -------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
            • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Desert Pl...
            • Set WaypointButton7[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WaypointExploreBool8[(Player number of (Owner of (Entering unit)))] Equal to True
          • Then - Actions
            • -------- dialog button for Waypoint 3 will only be displayed if WaypointExploreBool3 is TRUE --------
            • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Damned Is...
            • Set WaypointButton8[(Player number of (Owner of (Entering unit)))] = (Last created dialog Button)
          • Else - Actions
        • -------- cancel button --------
        • Dialog - Create a dialog button for WaypointDialog[(Player number of (Owner of (Entering unit)))] labelled |cffffcc00Cancel|r
        • -------- shows the dialog for the owner of entering unit --------
        • Dialog - Show WaypointDialog[(Player number of (Owner of (Entering unit)))] for (Owner of (Entering unit))


    Show
    • WaypointExplore
      • Events
        • Unit - A unit enters WaypointExplore0 <gen>
        • Unit - A unit enters WaypointExplore0 Copy <gen>
        • Unit - A unit enters WaypointExplore0 Copy 2 <gen>
        • Unit - A unit enters WaypointExplore0 Copy 3 <gen>
        • Unit - A unit enters WaypointExplore0 Copy 4 <gen>
        • Unit - A unit enters WaypointExplore0 Copy 5 <gen>
        • Unit - A unit enters WaypointExplore0 Copy 6 <gen>
        • Unit - A unit enters WaypointExplore0 Copy 7 <gen>
      • Conditions
        • ((Entering unit) is A Hero) Equal to True
      • Actions
        • -------- you have to adjust the WaypointExplore areas above! --------
        • Wait 0.50 seconds
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (WaypointExplore[0] contains (Entering unit)) Equal to True
          • Then - Actions
            • -------- activates the option to teleport to this waypoint --------
            • Set WaypointExploreBool0[(Player number of (Owner of (Entering unit)))] = True
            • -------- makes the waypoint permanently visible --------
            • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[0]
            • -------- creates a floating text above the waypoint --------
            • 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
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (WaypointExplore[1] contains (Entering unit)) Equal to True
          • Then - Actions
            • -------- activates the option to teleport to this waypoint --------
            • Set WaypointExploreBool1[(Player number of (Owner of (Entering unit)))] = True
            • -------- makes the waypoint permanently visible --------
            • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[1]
            • -------- creates a floating text above the waypoint --------
            • 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
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (WaypointExplore[2] contains (Entering unit)) Equal to True
          • Then - Actions
            • -------- activates the option to teleport to this waypoint --------
            • Set WaypointExploreBool2[(Player number of (Owner of (Entering unit)))] = True
            • -------- makes the waypoint permanently visible --------
            • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[2]
            • -------- creates a floating text above the waypoint --------
            • 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
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (WaypointExplore[3] contains (Entering unit)) Equal to True
          • Then - Actions
            • -------- activates the option to teleport to this waypoint --------
            • Set WaypointExploreBool3[(Player number of (Owner of (Entering unit)))] = True
            • -------- makes the waypoint permanently visible --------
            • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[3]
            • -------- creates a floating text above the waypoint --------
            • 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
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (WaypointExplore[4] contains (Entering unit)) Equal to True
          • Then - Actions
            • -------- activates the option to teleport to this waypoint --------
            • Set WaypointExploreBool4[(Player number of (Owner of (Entering unit)))] = True
            • -------- makes the waypoint permanently visible --------
            • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[4]
            • -------- creates a floating text above the waypoint --------
            • 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
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (WaypointExplore[5] contains (Entering unit)) Equal to True
          • Then - Actions
            • -------- activates the option to teleport to this waypoint --------
            • Set WaypointExploreBool5[(Player number of (Owner of (Entering unit)))] = True
            • -------- makes the waypoint permanently visible --------
            • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[5]
            • -------- creates a floating text above the waypoint --------
            • 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
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (WaypointExplore[6] contains (Entering unit)) Equal to True
          • Then - Actions
            • -------- activates the option to teleport to this waypoint --------
            • Set WaypointExploreBool6[(Player number of (Owner of (Entering unit)))] = True
            • -------- makes the waypoint permanently visible --------
            • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[6]
            • -------- creates a floating text above the waypoint --------
            • 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
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (WaypointExplore[7] contains (Entering unit)) Equal to True
          • Then - Actions
            • Set WaypointExploreBool7[(Player number of (Owner of (Entering unit)))] = True
            • -------- makes the waypoint permanently visible --------
            • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[7]
            • -------- creates a floating text above the waypoint --------
            • 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
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (WaypointExplore[8] contains (Entering unit)) Equal to True
          • Then - Actions
            • Set WaypointExploreBool8[(Player number of (Owner of (Entering unit)))] = True
            • -------- makes the waypoint permanently visible --------
            • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across WaypointExplore[8]
            • -------- creates a floating text above the waypoint --------
            • 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
          • Else - Actions


    Show
    • WaypointButtonClick
      • Events
        • Dialog - A dialog button is clicked for WaypointDialog[0]
        • Dialog - A dialog button is clicked for WaypointDialog[1]
        • Dialog - A dialog button is clicked for WaypointDialog[2]
        • Dialog - A dialog button is clicked for WaypointDialog[3]
        • Dialog - A dialog button is clicked for WaypointDialog[4]
        • Dialog - A dialog button is clicked for WaypointDialog[5]
        • Dialog - A dialog button is clicked for WaypointDialog[6]
        • Dialog - A dialog button is clicked for WaypointDialog[7]
        • Dialog - A dialog button is clicked for WaypointDialog[8]
      • Conditions
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton0[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination0 --------
            • Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[0])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[0]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton1[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination1 --------
            • Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[1])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[1]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton2[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination2 --------
            • Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[2])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[2]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton3[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[3])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[3]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton4[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[4])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[4]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton5[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[5])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[5]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton6[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[6])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[6]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton7[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[7])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[7]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton8[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes[(Player number of (Triggering player))] instantly to (Center of WaypointDestination[8])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[8]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes[(Player number of (Triggering player))] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
     
  2. Wietlol

    Wietlol

    Joined:
    Aug 1, 2013
    Messages:
    4,653
    Resources:
    3
    Spells:
    3
    Resources:
    3
    put a message where you teleport the hero.
    Make it say "Hero = (name of (triggering unit))"
    I think that triggering unit does not refer to a unit in your trigger.
    You need global variables.
     
  3. Crystalknoct

    Crystalknoct

    Joined:
    Aug 15, 2012
    Messages:
    310
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    Resources:
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    O yea I see I swear it was declared already for a triggering hero but after reading it I get it now :p ill get back to you if I fix it or not
     
  4. Crystalknoct

    Crystalknoct

    Joined:
    Aug 15, 2012
    Messages:
    310
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    bump I did some updates to the system still doesnt teleport heroes for some reason.

    WayPointInitialize
    • Waypoint Initialize
      • Events
      • Conditions
      • Actions
        • -------- assigns the areas to the respective variables --------
        • -------- here you need to adjust for teleports! --------
        • Set WaypointExplore[0] = WaypointExplore0 <gen>
        • Set WaypointExplore[1] = WaypointExplore0 Copy <gen>
        • Set WaypointExplore[2] = WaypointExplore0 Copy 2 <gen>
        • Set WaypointExplore[3] = WaypointExplore0 Copy 3 <gen>
        • Set WaypointExplore[4] = WaypointExplore0 Copy 4 <gen>
        • Set WaypointExplore[5] = WaypointExplore0 Copy 5 <gen>
        • Set WaypointExplore[6] = WaypointExplore0 Copy 6 <gen>
        • Set WaypointExplore[7] = WaypointExplore0 Copy 7 <gen>
        • Set WaypointExplore[8] = WaypointExplore0 Copy 8 <gen>
        • Set WaypointDestination[0] = WayPointDestination0 <gen>
        • Set WaypointDestination[1] = WayPointDestination0 Copy <gen>
        • Set WaypointDestination[2] = WayPointDestination0 Copy 2 <gen>
        • Set WaypointDestination[3] = WayPointDestination0 Copy 3 <gen>
        • Set WaypointDestination[4] = WayPointDestination0 Copy 4 <gen>
        • Set WaypointDestination[5] = WayPointDestination0 Copy 5 <gen>
        • Set WaypointDestination[6] = WayPointDestination0 Copy 6 <gen>
        • Set WaypointDestination[8] = WayPointDestination0 Copy 8 <gen>
        • -------- assigns a hero to a player --------
        • -------- here you need to adjust for teleports! --------
        • Wait until (((Triggering unit) is selected by Player 1 (Red)) Equal to True), checking every 1.00 seconds
        • Set Heroes = (Triggering unit)
        • -------- selects the hero for player 1 --------
        • -------- general information --------
        • Game - Display to (All players) for 30.00 seconds the text: ### First, you need...
        • Trigger - Run WaypointTriggers <gen> (checking conditions)
        • Trigger - Run WaypointExplore <gen> (checking conditions)
        • Trigger - Run WaypointButtonClick <gen> (checking conditions)


    WayPointButtonClick
    • WaypointButtonClick
      • Events
        • Dialog - A dialog button is clicked for WaypointDialog[0]
        • Dialog - A dialog button is clicked for WaypointDialog[1]
        • Dialog - A dialog button is clicked for WaypointDialog[2]
        • Dialog - A dialog button is clicked for WaypointDialog[3]
        • Dialog - A dialog button is clicked for WaypointDialog[4]
        • Dialog - A dialog button is clicked for WaypointDialog[5]
        • Dialog - A dialog button is clicked for WaypointDialog[6]
        • Dialog - A dialog button is clicked for WaypointDialog[7]
        • Dialog - A dialog button is clicked for WaypointDialog[8]
      • Conditions
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton0[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination0 --------
            • Unit - Move Heroes instantly to (Center of WaypointDestination[0])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[0]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton1[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination1 --------
            • Unit - Move Heroes instantly to (Center of WaypointDestination[1])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[1]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton2[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination2 --------
            • Unit - Move Heroes instantly to (Center of WaypointDestination[2])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[2]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton3[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes instantly to (Center of WaypointDestination[3])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[3]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton4[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes instantly to (Center of WaypointDestination[4])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[4]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton5[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes instantly to (Center of WaypointDestination[5])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[5]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton6[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes instantly to (Center of WaypointDestination[6])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[6]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton7[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes instantly to (Center of WaypointDestination[7])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[7]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Clicked dialog button) Equal to WaypointButton8[(Player number of (Triggering player))]
          • Then - Actions
            • -------- teleports the hero to WaypointDestination3 --------
            • Unit - Move Heroes instantly to (Center of WaypointDestination[8])
            • Camera - Pan camera for (Triggering player) to (Center of WaypointDestination[8]) over 0.00 seconds
            • -------- creates teleport special effect on the hero --------
            • Special Effect - Create a special effect attached to the origin of Heroes using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
     
    Last edited: Feb 12, 2015
  5. -Kobas-

    -Kobas-

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    In your init trigger triggering unit refers to null unit. In other words there is no unit saved inside Heroes variable. You should use global unit array for example HERO and using triggering player number set those to heroes players play.
    When player red pick hero, just set HERO[Player Red Id] = PickedHero.