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In the orc cam in frozen thronebwith rexxar, there was a cool thing they did, when you entered a small area you where teleported to another map. How can i do like they did
In the orc cam in frozen thronebwith rexxar, there was a cool thing they did, when you entered a small area you where teleported to another map. How can i do like they did
You need to make multiple maps, connecting them via a campaign.
Then you can use game cache to transfer data between the individual maps of the campaign.
While we are on the subject, do you now how to make a respawn point for one players hero att at region.
When i try all hero seems to spawn there when they die
The travel beetween maps dont worl for me, could neef a bigger tutorial on how to do.
What i want. And also sorry for my bad english
1, to travel beetween maps like in the rexxar orc campaign(from like a big map to a dungon and then back when a enter a small area)
2. I want the hero i'm useing to travel with me on the maps,
3. When i revisit a map i want it to be like when i left from there.(like save the map not end it)
I'm using something like that in my campaign. It can be complicated, but I've got it working between two maps perfectly (I will add more later)
First you need an initialization trigger that detects if this is the first time you have loaded this map
Note: I am using all of the variables from my map so the names might be a little strange, I don't have time to go through and change them all.
Initialization
Events
Map initialization
Conditions
Actions
Game Cache - Create a game cache from LA_Cache.w3v
Set Cache_LA_cache = (Last created game cache)
Set Cache_LoadingFrom[1] = From Dillianhor <gen>
Set Cache_CallienthNewGame = False
Trigger - Turn off (This trigger)
Trigger - Run Load <gen> (ignoring conditions)
We also need a trigger for subsequent starts that loads everything from the game cache
Subsequent Starts
Events
Game - A saved game is loaded
Conditions
Actions
Game Cache - Create a game cache from LA_Cache.w3v
Set Cache_LA_cache = (Last created game cache)
Trigger - Run Load <gen> (ignoring conditions)
The load spell loads everything that you store in the Game Cache. This includes storing which map you came from. I also store the hero's level, xp, weapons, and a few custom stats.
Load
Events
Conditions
Actions
Game Cache - Reload all game cache data from disk
Set Cache_LeftFromMap = (Load LeftFromMap of Variables from Cache_LA_cache)
-------- Lithion Hero --------
Game Cache - Restore Lithion of Units from Cache_LA_cache for Player 1 (Red) at (Random point in Cache_LoadingFrom[Cache_LeftFromMap]) facing (Center of (Playable map area))
Set Lithion_Hero = (Last restored unit)
Unit - Set life of Lithion_Hero to 100.00%
Unit - Set mana of Lithion_Hero to 100.00%
Hero - Set Lithion_Hero experience to (Load LithionXP of Units from Cache_LA_cache), Hide level-up graphics
Hero - Set Lithion_Hero Hero-level to (Load LithionLevel of Units from Cache_LA_cache), Hide level-up graphics
If ((Load LithionLeftWeapon of Units from Cache_LA_cache) Equal to (==) 1) then do (Unit - Add Attachment (Shortsword Left) (Lithion 1) to Lithion_Hero) else do (Do nothing)
If ((Load LithionRightWeapon of Units from Cache_LA_cache) Equal to (==) 1) then do (Unit - Add Attachment (Shortsword Right) (Lithion 1) to Lithion_Hero) else do (Do nothing)
Set LithionWeapon_L = (Load LithionLeftWeapon of Units from Cache_LA_cache)
Set LithionWeapon_R = (Load LithionRightWeapon of Units from Cache_LA_cache)
Unit - Change color of Lithion_Hero to (Color of Player 11 (Dark Green))
Set LithionManaGen = (Load LithionManaGen of Units from Cache_LA_cache)
Set Spell_Power[1] = (Load LithionSpellPower of Units from Cache_LA_cache)
Set CB_Chance_Lithion = (Load LithionCBChance of Units from Cache_LA_cache)
Set CB_Damage_Lithion = (Load LithionCBDamage of Units from Cache_LA_cache)
-------- Hundalor Hero --------
Game Cache - Restore Hundalor of Units from Cache_LA_cache for Player 1 (Red) at (Random point in Cache_LoadingFrom[Cache_LeftFromMap]) facing (Center of (Playable map area))
Set Hundalor_Hero = (Last restored unit)
Unit - Set life of Hundalor_Hero to 100.00%
Unit - Set mana of Hundalor_Hero to 100.00%
Hero - Set Hundalor_Hero experience to (Load HundalorXP of Units from Cache_LA_cache), Hide level-up graphics
Hero - Set Hundalor_Hero Hero-level to (Load HundalorLevel of Units from Cache_LA_cache), Hide level-up graphics
If ((Load HundalorLeftWeapon of Units from Cache_LA_cache) Equal to (==) 1) then do (Unit - Add Attachment (Scepter Left) (Hundalor 1) to Hundalor_Hero) else do (Do nothing)
Set HundalorWeapon_L = (Load HundalorLeftWeapon of Units from Cache_LA_cache)
Unit - Change color of Hundalor_Hero to (Color of Player 11 (Dark Green))
Set HundalorManaGen = (Load HundalorManaGen of Units from Cache_LA_cache)
Set Spell_Power[2] = (Load HundalorSpellPower of Units from Cache_LA_cache)
Set CB_Chance_Hundalor = (Load HundalorCBChance of Units from Cache_LA_cache)
Set CB_Damage_Hundalor = (Load HundalorCBDamage of Units from Cache_LA_cache)
-------- Glainor Hero --------
Game Cache - Restore Glainor of Units from Cache_LA_cache for Player 1 (Red) at (Random point in Cache_LoadingFrom[Cache_LeftFromMap]) facing (Center of (Playable map area))
Set Glainor_Hero = (Last restored unit)
Unit - Set life of Glainor_Hero to 100.00%
Unit - Set mana of Glainor_Hero to 100.00%
Hero - Set Glainor_Hero experience to (Load GlainorXP of Units from Cache_LA_cache), Hide level-up graphics
Hero - Set Glainor_Hero Hero-level to (Load GlainorLevel of Units from Cache_LA_cache), Hide level-up graphics
If ((Load GlainorLeftWeapon of Units from Cache_LA_cache) Equal to (==) 1) then do (Unit - Add Attachment (Hammer Left) (Glainor 1) to Glainor_Hero) else do (If ((Load GlainorLeftWeapon of Units from Cache_LA_cache) Equal to (==) 5) then do (Unit - Add Attachment (Hammer Left) (Glainor 5) to Glainor_Hero) else do (Do nothing))
If ((Load GlainorArmor of Units from Cache_LA_cache) Equal to (==) 1) then do (Unit - Add Attachment (Wood Armor) (Glainor 1) to Glainor_Hero) else do (Do nothing)
If ((Load GlainorHelmet of Units from Cache_LA_cache) Equal to (==) 1) then do (Unit - Add Attachment (Captain Helmet) (Glainor 1) to Glainor_Hero) else do (Do nothing)
Set GlainorWeapon_L = (Load GlainorLeftWeapon of Units from Cache_LA_cache)
Set GlainorArmor = (Load GlainorArmor of Units from Cache_LA_cache)
Set GlainorHelmet = (Load GlainorHelmet of Units from Cache_LA_cache)
Unit - Change color of Glainor_Hero to (Color of Player 12 (Brown))
Set GlainorManaGen = (Load GlainorManaGen of Units from Cache_LA_cache)
Set Spell_Power[3] = (Load GlainorSpellPower of Units from Cache_LA_cache)
Set CB_Chance_Glainor = (Load GlainorCBChance of Units from Cache_LA_cache)
Set CB_Damage_Glainor = (Load GlainorCBDamage of Units from Cache_LA_cache)
-------- Extra Info --------
Player - Set Player 1 (Red) Current gold to (Load Gold of Property from Cache_LA_cache)
Player - Set Player 1 (Red) Current lumber to (Load Silver of Property from Cache_LA_cache)
Unit Group - Add Lithion_Hero to OurHeroes
Unit Group - Add Hundalor_Hero to OurHeroes
Unit Group - Add Glainor_Hero to OurHeroes
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Cache_LeftFromMap Equal to (==) 1
Then - Actions
Camera - Apply Heroes Enter From Dillianhor <gen> for Player 1 (Red) over 0.00 seconds
Else - Actions
Do nothing
As far as actually storing stuff you just need a trigger for when a hero enters a region and save everything you will later load. This trigger also loads the next map.
Go To Dillianhor Yes
Events
Dialog - A dialog button is clicked for LeaveMap_Box
Conditions
(Clicked dialog button) Equal to (==) LeaveMap_Yes
Actions
Dialog - Hide LeaveMap_Box for Player 1 (Red)
Unit Group - Pick every unit in OurHeroes and do (Unit - Pause (Picked unit))
Trigger - Turn off (This trigger)
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 3.00 seconds
Set Cache_LeftFromMap = 2
Game Cache - Clear all labels of Units in Cache_LA_cache
Game Cache - Store (Player 1 (Red) Current gold) as Gold of Property in Cache_LA_cache
Game Cache - Store (Player 1 (Red) Current lumber) as Silver of Property in Cache_LA_cache
-------- ==========Variables========== --------
Game Cache - Store Cache_LeftFromMap as LeftFromMap of Variables in Cache_LA_cache
Game Cache - Store Cache_CallienthNewGame as CallienthNewGame of Variables in Cache_LA_cache
-------- Save --------
Game Cache - Save Cache_LA_cache
Unit Group - Pick every unit in OurHeroes and do (Unit - Remove (Picked unit) from the game)
Game - Save game as Saves\LACM.w3z and load Saves\LADF.w3z (Skip scores)
For each map you will have to copy these triggers and change the things that are different like which map you are going to and coming from. Play around with it a little and you'll get it. Good luck!
This is incorrect. Works outside of campaign as well if you keep both maps in the same directory. But it may be a bit hard if you wish to publish your map. However can be used for testing purposes.
This is incorrect. Works outside of campaign as well if you keep both maps in the same directory. But it may be a bit hard if you wish to publish your map. However can be used for testing purposes.
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