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Is there a trigger for replacing destructables?

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Level 15
Joined
Nov 30, 2007
Messages
1,202
destroy destructible and create a new on that loc.
I dont know caan you replace them

Then I would have to store information about its size and facing angle since there is no such function either. ;/ Oh well.

AAAAAAAAAAAH! Dont understand why this doesnt work..

  • Place Gate
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Place Human Gate
    • Actions
      • For each (Integer A) from 0 to GateCount, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Gate[(Integer A)] Equal to (Target destructible of ability being cast)
            • Then - Actions
              • Game - Display to (All players) the text: aaaa!
              • -------- works --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • GateOwner[(Integer A)] Equal to Player 1 (Red)
                • Then - Actions
                  • Game - Display to (All players) the text: aaaa!
                  • -------- doesnt work? --------
                • Else - Actions
            • Else - Actions
  • Gate Setup
    • Actions
      • -------- Apartment 1 --------
      • Set GateOwner[GateCount] = Player 1 (Red)
      • Set Gate[GateCount] = Gate (Elven) 0067 <gen>
      • Set GatePathing[GateCount] = Gate Blocker 0281 <gen>
      • Set GateStats[(Integer A)] = 0.00
      • Set GateStats[(GateCount + 500)] = 0.85
      • Custom script: set udg_GateCount = udg_GateCount + 1
 
Last edited:
Level 18
Joined
May 11, 2012
Messages
2,103
Then I would have to store information about its size and facing angle since there is no such function either. ;/ Oh well.

AAAAAAAAAAAH! Dont understand why this doesnt work..

  • Place Gate
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Place Human Gate
    • Actions
      • For each (Integer A) from 0 to GateCount, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Gate[(Integer A)] Equal to (Target destructible of ability being cast)
            • Then - Actions
              • Game - Display to (All players) the text: aaaa!
              • -------- works --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • GateOwner[(Integer A)] Equal to Player 1 (Red)
                • Then - Actions
                  • Game - Display to (All players) the text: aaaa!
                  • -------- doesnt work? --------
                • Else - Actions
            • Else - Actions
  • Gate Setup
    • Actions
      • -------- Apartment 1 --------
      • Set GateOwner[GateCount] = Player 1 (Red)
      • Set Gate[GateCount] = Gate (Elven) 0067 <gen>
      • Set GatePathing[GateCount] = Gate Blocker 0281 <gen>
      • Set GateStats[(Integer A)] = 0.00
      • Set GateStats[(GateCount + 500)] = 0.85
      • Custom script: set udg_GateCount = udg_GateCount + 1

why dont u use
  • If - Conditions
    • Owner of (Triggering Unit) Equal to Player 1 (Red)
 
Level 15
Joined
Nov 30, 2007
Messages
1,202
why dont u use
  • If - Conditions
    • Owner of (Triggering Unit) Equal to Player 1 (Red)

Red was just a test, forgive me. The Setup is started by another setup so it is easier to change.

  • Gate[0] Equal to (Target destructible of ability being cast)
I belive whats causing it is because the ability is an item ability. Because the same conditions work on another trigger with a different ability, how to use the item ability?`Will try changing from healing salve. The item seems to need a unit ability, instead of an item ability in order to work.
 
Last edited:
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