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[Trigger] Interact Spell Causing Problems

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Level 7
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May 23, 2007
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164
Hey everyone!

Lately I've been trying to put together a spell that would be actually something like inspecting.

First off, what spell would you guys suggest as the base of the spell? I would like to use this ability on many things, like debris, structures and units for a start.

In the trigger bellow, it's a destructible. But for some strange reasons, there is no text appearing after I cast the spell.

I would really apreciate some help :(


  • Use Examine
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • Multiple ConditionsAnd - All (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to (==) Examine
          • (Target destructible of ability being cast) Equal to (==) Barrel 0001 <gen>
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 2) Equal to (==) 1
        • Then - Actions
          • Game - Display to (All players) the text: That's a simple bar...
        • Else - Actions
          • Game - Display to (All players) the text: A barrel. I can bre...
 
Depends...

If you would like a missile like spell or just a target spell, for missile like i would say:

-Storm blot/Acid bomb

For just a target:

-Chain lightning/forked lightning

No target:

-Taunt/Fan of knifes

Dunno i use these a base spells =)

I would go with chain lightning, and don't tick anything, then when you cast it you trigger it so that it gets the targeted unit/doodad classification and then do the rest of the triggering
 
Level 7
Joined
May 23, 2007
Messages
164
I would go with chain lightning, and don't tick anything, then when you cast it you trigger it so that it gets the targeted unit/doodad classification and then do the rest of the triggering

Could you explain that a bit more? I'm a beginner at triggers :(:cute:
 
First you edit the Chain lightning to only one target, damage 0, and un tick all the targets allowed. This will make you able to cast the spell on everything ally/self/enemy/doodad...

Now the triggering.

Are you familiar with if/then/else actions?

But i'll give you an example.

Wait 5 min that i make a some simple trigger.*and hope my PC won't crash :S

Edit:

Ok, here i made some simple trigger
  • Spell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Target unit of ability being cast) is A structure) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of (Target unit of ability being cast) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.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
          • (Destructible-type of (Target destructible of ability being cast)) Equal to Summer Tree Wall
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of (Target unit of ability being cast) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.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
          • (Destructible-type of (Target destructible of ability being cast)) Equal to Elevator (1)
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of (Target unit of ability being cast) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
I didn't test it, but i think it should work

But insted of the (classification/destructible type) you can use specific unit(the unit that you select manualy)

*Use your spell for condition :p
 
Level 7
Joined
May 23, 2007
Messages
164
Wait. This just failed to work. This does not work debris objects :( But it does work with units(and structures). Is there a way to generalize a spell for all of this? :/

Edit: Okay, I got it to work with debris... But now I'll have to do every doodad a debris? What I want is to create an Examine/Interact ability that will work on most things, even on very stupid things - which will result in funny examine descriptions. I plan to assign objects to a specific list of strings and possibilities with this ability. If you coud help with it, I would be really thankful.
 
Level 7
Joined
May 23, 2007
Messages
164
Well, it's a horror-ish/survival map. And I really don't know the exact number of the objects that I plan to use. But since it's survival, it would really need this feature, to grant the actual impact that the player has to examine his surroindings to find the best solutions to obstacles he will occur.

A quick example would be:
The player is in a room (Residen Evil III style camera) and he must find a way out. So he has to examine the objects within the room to try and find a key, some explosives or perhaps a crowbar to break the door open.

Generally, I what I would like is to make the player stop, look around and think.

And yes, there would be quite a few objects around, thou there would be general categories, like barrels that are not important will have the same 10 sentence randomized at each examination, and upon opening/breaking there might be a random simple item. There would be, of course some barrels that would be specific, but I also want to randomize some key elements, for example: hide the key in a different box or barrel on each load of the map, so the re-playing of the map will still be interesting, and this could also include a bit of difficulty setting.
 
Nice idea you have there =)

But if you say there are keys in some barrels, you need to make them specific.
Otherwise for the rest of the "barrels" you can make (i don't know how it is exactly) It should be something like this: Destructible type is equal to barrel 1 Dunno something like that(i'm not sure for destructibles, but its so for units) than you make random effect.
 
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