• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Item Help

Status
Not open for further replies.
Level 3
Joined
Jul 27, 2004
Messages
28
I am working on a CTF map. I need to set it up so that team 1/2 can't pick up their own flag. I've tried to do this using triggers, but it leaves many loopholes, is there a way to do it through object editor? If not is there a better way to do it using triggers (by the way the reason there are loopholes is because i have a return timer that when the flag is placed on ground it stays there for 25s before being returned, which makes it a problem if a guy just accidentally picks up his flag in his base and then it sits there for 25s). Also is there a way to edit the flag so that when a unit picks it up u don't get the big flag stickin out?


-Craft-
 
Level 2
Joined
Jun 29, 2004
Messages
19
Well... If you place your trigger here it would be much easier to help ya. Maybe u need to add an condition eg.

Player Comparison:
Owner of (triggering unit) is NOT ally of XXX
 
Level 13
Joined
Jan 9, 2004
Messages
1,037
I would say to make a trigger like this (I don't have the World Editor open since I'm not at home, but I'll try to remember the best I can).

Events
--Hero - A hero acquires an item [this could be under Units, I'm not 100% sure]
Conditions
--((Hero Manipulting Item) is owned by Player 1 Red) Equal to False
Actions
--Hero - Make (Hero Manipulating Item) drop (Item Being Manipulated)

Try to base your trigger off this and it should work.
 
Level 3
Joined
Jul 27, 2004
Messages
28
Events
Unit - A unit owned by Player 7 (Green) Acquires an item
Unit - A unit owned by Player 8 (Pink) Acquires an item
Unit - A unit owned by Player 9 (Gray) Acquires an item
Unit - A unit owned by Player 10 (Light Blue) Acquires an item
Unit - A unit owned by Player 11 (Dark Green) Acquires an item
Unit - A unit owned by Player 12 (Brown) Acquires an item
Conditions
(Item being manipulated) Equal to Red Flag 0040 <gen>
Actions
Hero - Drop Red Flag 0040 <gen> from (Triggering unit)
Trigger - Run RedReturn <gen> (checking conditions)

Sorry thats the trigger im using at the moment.
Except this leaves many loopholes. I have the game designed so lets say team 1 takes team 2's flag and the guy carryign the flag dies. the flag would then be dropped and stay on the ground for 25s(til timer runs out) or until somebody picked it up again. This is where I have the problem because team 2 could just pick up the flag and return it, which would be a problem. Any idea how to eliminate the loophole?
 
Status
Not open for further replies.
Top