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Making Elevators

Discussion in 'Trigger (GUI) Editor Tutorials' started by cool_is_i, Nov 25, 2008.

  1. cool_is_i

    cool_is_i

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    Diffiuclty: 5/10



    Quick Links:


    [click on a area of the list to skip to that point of the page]

    Introduction

    -Elevator Necessities-
    1] About Pathing
    2] About Elevator Levels
    3] About Locating Elevator Doodads
    4] About Elevator Walls

    -A Simple Elevator-
    1] Making the Terrain
    2] Adding the Elevator
    3] Placing Elevator Walls
    4] Making the Elevator Rise
    5] Making the Elevator Lower
    6] Finishing off


    Introduction:


    I read a tutorial on making elevators quite a while back, and dnt understand it at all.
    So recently, i was playing around, and got it to work, as i knew more about triggers now then when i was younger.
    And i decided to help other people make elevators, as they are a wicked addition to any dungeon, as a trap, or just to make it look cool. :thumbs_up:
    This is a step by step tutorial on how to do this.
    You can skip part 1 -Elevator Necessities- if you are good with the editor.

    How to do it:



    -Elevator Necessities-



    1] The most important thing to do, is press P once the editor is opened up, this allows you to see pathing
    [Pathing allows you to see where units can, and cannot walk:
    [​IMG]Blue ground=Walkable | [​IMG]Pink Ground=Unwalkable]


    2] Now, you gota know about elevator levels.
    There are 3 levels:
    Level 1 - [​IMG] Is flat ground
    Level 2 - [​IMG] Is raised [by one] ground
    Level 3 - [​IMG] Is raised [by two] ground


    3] Heres how/where to find the elevator:
    Doodads > Bridges and Ramps > Elevator(1/2)
    [​IMG]

    And here is where the elevator switch is:
    [the thing that a unit steps on, to activate the elevator]
    Doodads > Bridges and Ramps > Foot Switch
    [​IMG]


    4] Elevator Walls.
    These are like path blockers.
    [they are invisible, and just block units from entering that area]
    [​IMG]

    There are two ways it can be placed:
    [​IMG]


    -A Simple Elevator-


    Note: If you dont know what some of the stuff here is,
    please read part 1 -Elevator Necessities-
    The simple elevator lifts unit that step on it, up and down.
    There are no switches involved.


    1] Now on to the more complex stuff :)
    Make the terrain you want, this should be suitable:
    [​IMG]


    2] Ok, now you must add the elevator:
    Place it here, in the middle:
    [​IMG]


    3] For a really simple elevator, you dont need foot switches, this works too.
    Though you still have to add elevator walls.
    Place therm here:
    [​IMG]

    You MUST make sure they are facing the right angle,
    they should be like this, and should block off every entrance to the elevator:
    [​IMG]

    If the elevator blockers cannot be placed, hold shift, then place it.
    [when you hold shift, it reduces the pathing size of the selected doodad]

    Then double click on the bottom elevator wall, and reduce its health to 0
    [if its 0, the doodad is dead, if its dead, units can walk though it allowing them to walk onto the elevator]
    [​IMG]


    4] Now we make the triggers.
    Press the [​IMG] near the top of the editor to open up the Trigger Editor.

    Right click under Initialization, and make a new folder, lets name this Elevator.
    Click on the folder, right click, new trigger, name this Elevator up.

    Right click Events and make a new Event
    [this is the thing that starts the action]
    Heres how to do it:
    [​IMG]

    Click Select a region, make a new region in this area:
    Press space and drag over the area you want the region over.
    [when you press space, it allows you to place things [units, regions, etc]]
    Press space and click on the region to select it.
    [​IMG]

    Then accept, the trigger should look like this:
    • Unit - A unit enters Region 000 <gen>
    Now make and action [right click, new action]
    Like this:
    [​IMG]

    It should look like this:
    • Wait 2.00 seconds
    The trigger so far:
    -when a unit enters the selected region
    -wait 2 seconds before carrying out the next action

    Make another action,
    revives a doodad:
    [​IMG]
    [​IMG]

    make sure to revive the doodad that you "killed" earlier on.

    Another action,
    Raise the elevator:
    [​IMG]
    Select the elevator for this trigger.
    raise it to 2 [see part 1 -Elevator Necessities- ]

    now add another wait 1s to the trigger list.
    then kill, these doodads:
    [killing these doodads allow units to walk on them, allowing them to leave the elevator]
    [​IMG]

    it should look like this:
    [​IMG]


    The trigger so far:
    -when a unit enters the selected region
    -wait 2 seconds [before carrying out the next action]
    -revive elevator wall
    -raise the elevator to the 1st floor
    -wait 1 second [gives time for the elevator to get to the floor you want]
    -kill 3 elevator walls

    • Elevator up
      • Events
        • Unit - A unit enters Region 000 <gen>
      • Conditions
      • Actions
        • Wait 2.00 seconds
        • Destructible - Resurrect Elevator Wall 0001 <gen> with 100.00 life and Show birth animation
        • Destructible - Set height of Elevator (2) 0000 <gen> to 2
        • Wait 1.00 seconds
        • Destructible - Kill Elevator Wall 0002 <gen>
        • Destructible - Kill Elevator Wall 0004 <gen>
        • Destructible - Kill Elevator Wall 0003 <gen>


    Thats it for raising it :thumbs_up:

    4.5] Not necessary, but you can remove these triggers in Initialization to make your custom map run smoother.
    • Melee Game - Enforce victory/defeat conditions (for all players)
    - If you delete this, it stops the game from ending, if there is no player 2.

    • Melee Game - Create starting units (for all players)
    - When this is removed, it stops the computer from making starting units.
    [5 Pesants + a Townhall [for humans]]


    5] Now to lower it.
    create a new trigger, lets call it, elevator down.
    Make the same event as last time. [unit enters region]
    For the actions, it is similar to last time as well
    so you use the same technique:
    -wait 2s
    -revive these doodads:
    [​IMG]

    -set height of elevator to 1
    -wait 1s
    -kill this doodad:
    [​IMG]

    • Elevator down
      • Events
        • Unit - A unit enters Region 000 <gen>
      • Conditions
      • Actions
        • Wait 2.00 seconds
        • Destructible - Resurrect Elevator Wall 0003 <gen> with 100.00 life and Show birth animation
        • Destructible - Resurrect Elevator Wall 0002 <gen> with 100.00 life and Show birth animation
        • Destructible - Resurrect Elevator Wall 0004 <gen> with 100.00 life and Show birth animation
        • Destructible - Set height of Elevator (2) 0000 <gen> to 1
        • Wait 1.00 seconds
        • Destructible - Kill Elevator Wall 0001 <gen>

    6] The final step.
    Add another action to the trigger: Elevator up
    The trigger should look like this:
    [​IMG]

    and another trigger, it should look like this:
    [​IMG]

    then add these actions to Elevator Down, but reversed.
    • Trigger - Turn on Elevator up <gen>
    • Trigger - Turn off (This trigger)
    Then finally select the Elevator Down trigger, and uncheck this box:
    [​IMG]

    These triggers basically do this:
    after the elevator goes up, turn this trigger off, [because it cant to up twice], and turn on Elevator down, so that the next unit to step on the elevator, will make it go down.

    And thats it folks, wer done :thumbs_up:

    I hope this helps someone,
    and i will be adding more to this, about different elevators [including switches] and things like that.
    Also take a look at the attached map :smile:
    Cheers :thumbs_up:
     

    Attached Files:

    Last edited: Jan 23, 2009
  2. TheBlooddancer

    TheBlooddancer

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    Nice tutorial, and you even highlight it.

    +Rep.
    /Tomorrow, i've spread to much today.
     
  3. cool_is_i

    cool_is_i

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    lol thanks :)

    edit:
    do i have to ask a mod to approve this? or will thye check it eventually?
     
    Last edited: Nov 27, 2008
  4. whitecrusader13

    whitecrusader13

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    omg finally i did it xD
    THX a lot!!!
     
  5. cool_is_i

    cool_is_i

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    hehe np bro, thats what this is for :)

    edit: how do i get this approved?
     
    Last edited: Dec 1, 2008
  6. TheBlooddancer

    TheBlooddancer

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    You wont. We lack GUI moderators, lately. You must wait.
     
  7. Airandius

    Airandius

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    Nice tut m8, though no GUI Tutorial Modz here, so wait for a few months till there is one.
     
  8. Cheezeman

    Cheezeman

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  9. Pyritie

    Pyritie

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    Okay first off, get rid of all the color tags. They're unnecessary. Use

    ,

    , and

    tags instead.

     
  10. Airandius

    Airandius

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    Indeed, you do spam colors a bit, you can use them to highlight the header tags to make it less boring though.
    I always make my headers colored cyan cause that's flashy yet a very relaxing color. ^^

    Also there is a trigger to open/close elevator walls, it's better to use them then to resurrect/kill them all the time.

     
  11. zDToXic

    zDToXic

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    Very nice iam use this 4 my ORPG thxs
     
  12. cool_is_i

    cool_is_i

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    Eh,
    i dont think i spammed colors :p
    Green = explination
    Blue = Numbering
    Teal = progress
    etc etc
     
  13. Airandius

    Airandius

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    Stick with one for headers. :p That's more then enough.
    To much colors would make it happy, and we don't want that! (Joke)

    Nah, it will only fry our brains.
     
  14. Pyritie

    Pyritie

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    Just use headers or at least font colors that go well with the hive's theme.
     
  15. s4nji

    s4nji

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    Man! I don't found even think about 'em! Thx!
     
  16. Pyritie

    Pyritie

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    Oh, and please remove your signature from the post too. :3
     
  17. s4nji

    s4nji

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    Umm... Why ?:confused:
     
  18. Pyritie

    Pyritie

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    Not you.
     
  19. Airandius

    Airandius

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    If somebody posts a tutorial it should not display a signature in the tutorial itself.
    It's not directed to you, it's directed to the person who made this tutorial.
     
  20. cool_is_i

    cool_is_i

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    thanks m8