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item drop

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Uncle

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  • Untitled Trigger 001
    • Events
      • Unit - A unit enters Bring Item Here <gen>
    • Conditions
      • ((Triggering unit) has an item of type Mask of Death) Equal to True
    • Actions
      • Item - Remove (Item carried by (Triggering unit) of type Mask of Death)
      • Player - Add 100 to (Owner of (Triggering Unit)) Current lumber
You can find the Condition under Boolean Comparison. It's called "Hero has Item of type".
 
JrUoJaR.png

p360_picture1.png

I need a trigger for number 3,4,5 in the picture (step-by-step)(I'm a noob to make a map)
 

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  • Picture1.png
    Picture1.png
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Last edited:
Wait, Do you wanna when the unit picks the item instanly delete the item and add lumber or the unit pick the item, then enters a region and removes that item and add lumber?
Wait, Do you wanna when the unit picks the item instanly delete the item and add lumber or the unit pick the item, then enters a region and removes that item and add lumber?
the unit pick the item, then enters a region and removes that item and add lumber
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,893
I already gave you the trigger for #4. See my previous post.

To disarm and silence the Hero you can use a Dummy unit to cast a custom Drunken Haze ability on it. Set the abilities Attacks Prevented to Spells, Melee, and Ranged. Not sure what Special does but I don't think it's needed. Set the Area of Effect and Duration to 0.

I can create all of this for you but I'm not sure what you mean for #5.

Does the Item ALWAYS get removed after 5 minutes? Or only if it's on the ground at that exact time.

Edit: Uploaded the map.
 

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  • Dexter Map 1.w3m
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Last edited:
I already gave you the trigger for #4. See my previous post.

To disarm and silence the Hero you can use a Dummy unit to cast a custom Drunken Haze ability on it. Set the abilities Attacks Prevented to Spells, Melee, and Ranged. Not sure what Special does but I don't think it's needed.

I can create all of this for you but I'm not sure what you mean for #5.

Does the Item ALWAYS get removed after 5 minutes? Or only if it's on the ground at that exact time.

Edit: Uploaded the map.
After 5 min if item has in ground or hero inventory , removed and create new item in area red in picture
 
I already gave you the trigger for #4. See my previous post.

To disarm and silence the Hero you can use a Dummy unit to cast a custom Drunken Haze ability on it. Set the abilities Attacks Prevented to Spells, Melee, and Ranged. Not sure what Special does but I don't think it's needed.

I can create all of this for you but I'm not sure what you mean for #5.

Does the Item ALWAYS get removed after 5 minutes? Or only if it's on the ground at that exact time.

Edit: Uploaded the map.
wks0_picture1.png

I can't open the map in WC3:TFT world editor
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,893
wks0_picture1.png

I can't open the map in WC3:TFT world editor
It's because you're using an older version of Warcraft 3. I'm on the latest patch.

Hopefully you can recreate these triggers:
  • Enter Region
    • Events
      • Unit - A unit enters Item Region <gen>
    • Conditions
      • ((Triggering unit) has an item of type Test Item) Equal to True
    • Actions
      • -------- This checks each Inventory Slot (1-6) and removes each Item found in that slot and Adds Lumber --------
      • For each (Integer Item_Loop1) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot Item_Loop1)) Equal to Test Item
            • Then - Actions
              • Player - Add 100 to (Owner of (Triggering unit)).Current lumber
              • -------- --------
              • -------- This prevents the Lose Item trigger from running when we Remove the Item --------
              • Trigger - Turn off Lose Item <gen>
              • Item - Remove (Item carried by (Triggering unit) in slot Item_Loop1)
              • Trigger - Turn on Lose Item <gen>
            • Else - Actions
      • -------- --------
      • -------- Remove the Disarm/Silence buff --------
      • Unit - Remove Item Disarm/Silence buff from (Triggering unit)
  • Acquire Item
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Test Item
    • Actions
      • Custom script: local item i = GetManipulatedItem()
      • -------- --------
      • -------- Create a Dummy unit and order it to cast Drunken Haze (Silence/Disarm) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has buff Item Disarm/Silence ) Equal to False
        • Then - Actions
          • Set VariableSet Item_Point = (Position of (Triggering unit))
          • Unit - Create 1 Dummy for Neutral Hostile at Item_Point facing Default building facing degrees
          • Unit - Add Item Disarm/Silence (Dummy) to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Brewmaster - Drunken Haze (Triggering unit)
          • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_Item_Point)
        • Else - Actions
      • -------- --------
      • -------- I use the Item's Custom Value to prevent this from happening more than once for each Item --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Item being manipulated)) Equal to 0
        • Then - Actions
          • Item - Set the custom value of (Item being manipulated) to 1
          • Wait 300.00 seconds
          • Custom script: call RemoveItem(i)
          • Custom script: set i = null
        • Else - Actions
          • Custom script: set i = null
  • Lose Item
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Test Item
    • Actions
      • -------- If the unit is carrying another Item of this type then we don't want anything to happen yet --------
      • For each (Integer Item_Loop2) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot Item_Loop2)) Equal to Test Item
              • (Item carried by (Triggering unit) in slot Item_Loop2) Not equal to (Item being manipulated)
            • Then - Actions
              • Skip remaining actions
            • Else - Actions
      • -------- --------
      • -------- Otherwise, this Action will run and remove the Disarm/Silence buff --------
      • Unit - Remove Item Disarm/Silence buff from (Triggering unit)
The Ability/Buff is a custom version of Drunken Haze, I described it before. It's what Silences/Disarms the unit.

The Dummy unit is based on a Locust unit. It's movement speed is set to 0 and movement type is set to none. It's Attack is disabled and it's Model is set to "none" in the Custom field.

Variables:
Item_Loop1 = Integer
Item_Loop2 = Integer
Item_Point = Point
 
Last edited:
It's because you're using an older version of Warcraft 3. I'm on the latest patch.

Hopefully you can recreate these triggers:
  • Enter Region
    • Events
      • Unit - A unit enters Item Region <gen>
    • Conditions
      • ((Triggering unit) has an item of type Test Item) Equal to True
    • Actions
      • -------- This checks each Inventory Slot (1-6) and removes each Item found in that slot and Adds Lumber --------
      • For each (Integer Item_Loop1) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot Item_Loop1)) Equal to Test Item
            • Then - Actions
              • Player - Add 100 to (Owner of (Triggering unit)).Current lumber
              • -------- --------
              • -------- This prevents the Lose Item trigger from running when we Remove the Item --------
              • Trigger - Turn off Lose Item <gen>
              • Item - Remove (Item carried by (Triggering unit) in slot Item_Loop1)
              • Trigger - Turn on Lose Item <gen>
            • Else - Actions
      • -------- --------
      • -------- Remove the Disarm/Silence buff --------
      • Unit - Remove Item Disarm/Silence buff from (Triggering unit)
  • Acquire Item
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Test Item
    • Actions
      • Custom script: local item i = GetManipulatedItem()
      • -------- --------
      • -------- Create a Dummy unit and order it to cast Drunken Haze (Silence/Disarm) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has buff Item Disarm/Silence ) Equal to False
        • Then - Actions
          • Set VariableSet Item_Point = (Position of (Triggering unit))
          • Unit - Create 1 Dummy for Neutral Hostile at Item_Point facing Default building facing degrees
          • Unit - Add Item Disarm/Silence (Dummy) to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Brewmaster - Drunken Haze (Triggering unit)
          • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_Item_Point)
        • Else - Actions
      • -------- --------
      • -------- I use the Item's Custom Value to prevent this from happening more than once for each Item --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Item being manipulated)) Equal to 0
        • Then - Actions
          • Item - Set the custom value of (Item being manipulated) to 1
          • Wait 300.00 seconds
          • Custom script: call RemoveItem(i)
          • Custom script: set i = null
        • Else - Actions
          • Custom script: set i = null
  • Lose Item
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Test Item
    • Actions
      • -------- If the unit is carrying another Item of this type then we don't want anything to happen yet --------
      • For each (Integer Item_Loop2) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot Item_Loop2)) Equal to Test Item
              • (Item carried by (Triggering unit) in slot Item_Loop2) Not equal to (Item being manipulated)
            • Then - Actions
              • Skip remaining actions
            • Else - Actions
      • -------- --------
      • -------- Otherwise, this Action will run and remove the Disarm/Silence buff --------
      • Unit - Remove Item Disarm/Silence buff from (Triggering unit)
The Ability/Buff is a custom version of Drunken Haze, I described it before. It's what Silences/Disarms the unit.

The Dummy unit is based on a Locust unit. It's movement speed is set to 0 and movement type is set to none. It's Attack is disabled and it's Model is set to "none" in the Custom field.

Variables:
Item_Loop1 = Integer
Item_Loop2 = Integer
Item_Point = Point
pls make this triggers in world editor and send for me (wc3:tft 1.26)
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,893
Make sure to use "Search for text", you should be able to find most things through that.

Everything is categorized in the Editor, and most of the Actions/Conditions/Events I used are revolving around Units/Items/Heroes.
 
Make sure to use "Search for text", you should be able to find most things through that.

Everything is categorized in the Editor, and most of the Actions/Conditions/Events I used are revolving around Units/Items/Heroes.
I know bout ,I can't found
  • unit.gif
    Unit - Add Item Disarm/Silence (Dummy) to (Last created unit)
  • empty.gif
    line.gif
    line.gif
    join.gif
    unit.gif
    Unit - Order (Last created unit) to Neutral Brewmaster - Drunken Haze (Triggering unit)
And i can't found disarm buffs in buffs effect
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,893
Like I said before:

To disarm and silence the Hero you can use a Dummy unit to cast a custom Drunken Haze ability on it. Set the abilities Attacks Prevented to Spells, Melee, and Ranged. Not sure what Special does but I don't
think it's needed. Set the Area of Effect and Duration to 0.

The Dummy unit is based on a Locust unit. It's movement speed is set to 0 and movement type is set to none. It's Attack is disabled and it's Model is set to "none" in the Custom field.

The Ability/Buff is a custom version of Drunken Haze.
----------

Also, note that the Test Item is a custom item I made for my example map. You would use your own Item in it's place.
 
Last edited:
Like I said before:

To disarm and silence the Hero you can use a Dummy unit to cast a custom Drunken Haze ability on it. Set the abilities Attacks Prevented to Spells, Melee, and Ranged. Not sure what Special does but I don't
think it's needed.

The Dummy unit is based on a Locust unit. It's movement speed is set to 0 and movement type is set to none. It's Attack is disabled and it's Model is set to "none" in the Custom field.

The Ability/Buff is a custom version of Drunken Haze.

Just like Test Item is a custom item I made for my example map. You would use your own Item in it's place.
Dexter Map 1.w3m is your example map?
If yes, i can't open and if no pls send for me
 
It's because you're using an older version of Warcraft 3. I'm on the latest patch.

Hopefully you can recreate these triggers:
  • Enter Region
    • Events
      • Unit - A unit enters Item Region <gen>
    • Conditions
      • ((Triggering unit) has an item of type Test Item) Equal to True
    • Actions
      • -------- This checks each Inventory Slot (1-6) and removes each Item found in that slot and Adds Lumber --------
      • For each (Integer Item_Loop1) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot Item_Loop1)) Equal to Test Item
            • Then - Actions
              • Player - Add 100 to (Owner of (Triggering unit)).Current lumber
              • -------- --------
              • -------- This prevents the Lose Item trigger from running when we Remove the Item --------
              • Trigger - Turn off Lose Item <gen>
              • Item - Remove (Item carried by (Triggering unit) in slot Item_Loop1)
              • Trigger - Turn on Lose Item <gen>
            • Else - Actions
      • -------- --------
      • -------- Remove the Disarm/Silence buff --------
      • Unit - Remove Item Disarm/Silence buff from (Triggering unit)
  • Acquire Item
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Test Item
    • Actions
      • Custom script: local item i = GetManipulatedItem()
      • -------- --------
      • -------- Create a Dummy unit and order it to cast Drunken Haze (Silence/Disarm) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has buff Item Disarm/Silence ) Equal to False
        • Then - Actions
          • Set VariableSet Item_Point = (Position of (Triggering unit))
          • Unit - Create 1 Dummy for Neutral Hostile at Item_Point facing Default building facing degrees
          • Unit - Add Item Disarm/Silence (Dummy) to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Brewmaster - Drunken Haze (Triggering unit)
          • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_Item_Point)
        • Else - Actions
      • -------- --------
      • -------- I use the Item's Custom Value to prevent this from happening more than once for each Item --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Item being manipulated)) Equal to 0
        • Then - Actions
          • Item - Set the custom value of (Item being manipulated) to 1
          • Wait 300.00 seconds
          • Custom script: call RemoveItem(i)
          • Custom script: set i = null
        • Else - Actions
          • Custom script: set i = null
  • Lose Item
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Test Item
    • Actions
      • -------- If the unit is carrying another Item of this type then we don't want anything to happen yet --------
      • For each (Integer Item_Loop2) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot Item_Loop2)) Equal to Test Item
              • (Item carried by (Triggering unit) in slot Item_Loop2) Not equal to (Item being manipulated)
            • Then - Actions
              • Skip remaining actions
            • Else - Actions
      • -------- --------
      • -------- Otherwise, this Action will run and remove the Disarm/Silence buff --------
      • Unit - Remove Item Disarm/Silence buff from (Triggering unit)
The Ability/Buff is a custom version of Drunken Haze, I described it before. It's what Silences/Disarms the unit.

The Dummy unit is based on a Locust unit. It's movement speed is set to 0 and movement type is set to none. It's Attack is disabled and it's Model is set to "none" in the Custom field.

Variables:
Item_Loop1 = Integer
Item_Loop2 = Integer
Item_Point = Point
What is Item Disarm/silence?
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,893
It's important that it worked And now i need disarm but i can't find it
Lol... Drunken Haze has Silence and Disarm, as I've explained 3 times now. It's what I use to SILENCE and DISARM the unit.

If you insist on ignoring the existence of that ability then I guess Doom can work as well. You can add the Orc Cargo Hold (Orc Burrow) ability to the Hero when it acquires the Flag and remove it when it loses the Flag. This ability disarms the unit and has no icon.

You may have to make the Doom/Drunken Haze ability target Invulnerable units as well, since I imagine you can't target the Paladin if he is under the effects of Divine Shield.
 
Last edited:
Lol... Drunken Haze has Silence and Disarm, as I've explained 3 times now. It's what I use to SILENCE and DISARM the unit.

If you insist on ignoring the existence of that ability then I guess Doom can work as well. You can add the Orc Cargo Hold (Orc Burrow) ability to the Hero when it acquires the Flag and remove it when it loses the Flag. This ability disarms the unit and has no icon.

You may have to make the Doom/Drunken Haze ability target Invulnerable units as well, since I imagine you can't target the Paladin if he is under the effects of Divine Shield.
I can set first remove all buff then use doom
 
It's because you're using an older version of Warcraft 3. I'm on the latest patch.

Hopefully you can recreate these triggers:
  • Enter Region
    • Events
      • Unit - A unit enters Item Region <gen>
    • Conditions
      • ((Triggering unit) has an item of type Test Item) Equal to True
    • Actions
      • -------- This checks each Inventory Slot (1-6) and removes each Item found in that slot and Adds Lumber --------
      • For each (Integer Item_Loop1) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot Item_Loop1)) Equal to Test Item
            • Then - Actions
              • Player - Add 100 to (Owner of (Triggering unit)).Current lumber
              • -------- --------
              • -------- This prevents the Lose Item trigger from running when we Remove the Item --------
              • Trigger - Turn off Lose Item <gen>
              • Item - Remove (Item carried by (Triggering unit) in slot Item_Loop1)
              • Trigger - Turn on Lose Item <gen>
            • Else - Actions
      • -------- --------
      • -------- Remove the Disarm/Silence buff --------
      • Unit - Remove Item Disarm/Silence buff from (Triggering unit)
  • Acquire Item
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Test Item
    • Actions
      • Custom script: local item i = GetManipulatedItem()
      • -------- --------
      • -------- Create a Dummy unit and order it to cast Drunken Haze (Silence/Disarm) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has buff Item Disarm/Silence ) Equal to False
        • Then - Actions
          • Set VariableSet Item_Point = (Position of (Triggering unit))
          • Unit - Create 1 Dummy for Neutral Hostile at Item_Point facing Default building facing degrees
          • Unit - Add Item Disarm/Silence (Dummy) to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Brewmaster - Drunken Haze (Triggering unit)
          • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_Item_Point)
        • Else - Actions
      • -------- --------
      • -------- I use the Item's Custom Value to prevent this from happening more than once for each Item --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Item being manipulated)) Equal to 0
        • Then - Actions
          • Item - Set the custom value of (Item being manipulated) to 1
          • Wait 300.00 seconds
          • Custom script: call RemoveItem(i)
          • Custom script: set i = null
        • Else - Actions
          • Custom script: set i = null
  • Lose Item
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Test Item
    • Actions
      • -------- If the unit is carrying another Item of this type then we don't want anything to happen yet --------
      • For each (Integer Item_Loop2) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot Item_Loop2)) Equal to Test Item
              • (Item carried by (Triggering unit) in slot Item_Loop2) Not equal to (Item being manipulated)
            • Then - Actions
              • Skip remaining actions
            • Else - Actions
      • -------- --------
      • -------- Otherwise, this Action will run and remove the Disarm/Silence buff --------
      • Unit - Remove Item Disarm/Silence buff from (Triggering unit)
The Ability/Buff is a custom version of Drunken Haze, I described it before. It's what Silences/Disarms the unit.

The Dummy unit is based on a Locust unit. It's movement speed is set to 0 and movement type is set to none. It's Attack is disabled and it's Model is set to "none" in the Custom field.

Variables:
Item_Loop1 = Integer
Item_Loop2 = Integer
Item_Point = Point
I Have 2 Item War Flag (team1,team2)
and this trigger not good for 2 items:

players team 1 only can pick item team 1
players team 2 only can pick item team 2

every 5min in-game time (remove items(war flag) in 4.9 min and 1sec next create new items in 2 location in the map
your triggers are good but not work this way
Can u help me? (again)
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,893
When they acquire the item, check which team they're on, and if they're on the wrong team you drop the item.

It'll look something like this.
  • Events:
  • A unit acquires an item
  • Conditions:
    • OR - Any Conditions Are True
    • Owner of triggering unit equal to Player 1
    • Owner of triggering unit equal to Player 2
    • Owner of triggering unit equal to Player 3
    • Owner of triggering unit equal to Player 4
    • Owner of triggering unit equal to Player 5
  • Item-type of item being manipulated equal to Team 2 Flag
  • Actions:
  • Drop item being manipulated from triggering unit
It'd be better to keep the Player's in Player Groups, so you have them split between Team 1 and Team 2. This way you can check:
If owner of triggering unit is in TEAM 1 or If Owner of triggering unit is in TEAM 2.
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,893
I think you want something like this:
  • Create Flags
    • Events
      • Time - Every 300.00 seconds of game time
    • Conditions
    • Actions
      • Item - Remove Flag1
      • Item - Remove Flag2
      • Item - Create Human Flag at (Center of Team 1 Flag <gen>)
      • Set Variable Flag1 = (Last created item)
      • Item - Create Orc Flag at (Center of Team 2 Flag <gen>)
      • Set Variable Flag2 = (Last created item)
You store the Flag items as Item variables. Then you can keep track of them and remove them whenever you want.
 

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I think you want something like this:
  • Create Flags
    • Events
      • Time - Every 300.00 seconds of game time
    • Conditions
    • Actions
      • Item - Remove Flag1
      • Item - Remove Flag2
      • Item - Create Human Flag at (Center of Team 1 Flag <gen>)
      • Set Variable Flag1 = (Last created item)
      • Item - Create Orc Flag at (Center of Team 2 Flag <gen>)
      • Set Variable Flag2 = (Last created item)
You store the Flag items as Item variables. Then you can keep track of them and remove them whenever you want.
Tnx it's work (finally) :))
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,893
I don't think there's an easy way to do it besides dropping the item. You should do all of this in the same trigger that has the Silence/Disarm stuff this way you can choose what does and doesn't happen.

  • Team 1 Flag
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item being manipulated) Equal to Flag1
          • ((Owner of (Triggering unit)) is in Team1.) Equal to True
        • Then - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Triggering unit).
          • Item - Make (Item being manipulated) Undroppable
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item being manipulated) Equal to Flag1
              • ((Owner of (Triggering unit)) is in Team2.) Equal to True
            • Then - Actions
              • -------- Do the Silence/Disarm stuff --------
            • Else - Actions
  • Team 2 Flag
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item being manipulated) Equal to Flag2
          • ((Owner of (Triggering unit)) is in Team2.) Equal to True
        • Then - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Triggering unit).
          • Item - Make (Item being manipulated) Undroppable
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item being manipulated) Equal to Flag2
              • ((Owner of (Triggering unit)) is in Team1.) Equal to True
            • Then - Actions
              • -------- Do the Silence/Disarm stuff --------
            • Else - Actions
I'm not sure if you can make an Item Droppable/Undroppable with triggers in your version of wc3. If not, you can always Remove the item and re-create it.
  • Then - Actions
    • Item - Remove Flag1
    • Item - Create Team 1 Flag at (Position of (Triggering unit))
    • Set Variable Flag1 = (Last created item)
 
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