- 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
- 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...
-
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
-
If - Conditions
- -------- 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
-
If - Conditions
- -------- 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
-
If - Conditions
- -------- 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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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
-
If - Conditions
- -------- 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))
-
Events
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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
-
If - Conditions
-
Events
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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 - Conditions
-
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events