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Game - Set Next Level to...
Game - Victory for Player 1 (Red) Hide Dialogs Hide Scores
Game - Set Next Level to...
Game - Set Next Level to Map 2
Game - Set Next Level to Map 1
Map 1
Events

Unit - A Unit enters Map 2 Enter
Conditions
Actions

[Game - Set Next Level to Map 2

Game - Victory for Player 1 (Red) Hide Dialogs Hide Scores
Map
Events

Unit - A Unit enters Map 1 Enter
Conditions
Actions

[Game - Set Next Level to Map 1

Game - Victory for Player 1 (Red) Hide Dialogs Hide Scores
You need to make multiple maps, connecting them via a campaign.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
And what exactly makes you think I didn't understand him correctly? OoNo what he means is the scene when Rexxar enters a cavern then he gets teleported to another map, completely different terrain, creeps, etc.
Hero Respawn
Event

Unit - A Unit owned by Player 1 (Red) dies
Conditions

(Triggering Unit) is a Hero Equal to True
Actions:

Set Point = Center of Region

Set Hero = Triggering Unit

Hero - Revive Hero at Point show revival graphics

Custom Script = call RemoveLocation(udg_Point)
Kind of like this.
Hero Respawn
Event
Unit - A Unit dies
Conditions
(Triggering Unit) is a Hero Equal to True
Actions:
Set Point = Center of Region
Set Hero = Triggering Unit
Hero - Revive Hero at Point show revival graphics
Custom Script = call RemoveLocation(udg_Point)
^ Then just change the event. (Edited my previous post)
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)
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)
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
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


-------- ==========Lithion Hero========== --------


Game Cache - Store Lithion_Hero as Lithion of Units in Cache_LA_cache


-------- =====Lithion Level, XP, HP, Mana, Weapons===== --------


Game Cache - Store (Hero level of Lithion_Hero) as LithionLevel of Units in Cache_LA_cache


Game Cache - Store (Hero experience of Lithion_Hero) as LithionXP of Units in Cache_LA_cache


Game Cache - Store LithionWeapon_L as LithionLeftWeapon of Units in Cache_LA_cache


Game Cache - Store LithionWeapon_R as LithionRightWeapon of Units in Cache_LA_cache


Game Cache - Store LithionArmor as LithionArmor of Units in Cache_LA_cache


Game Cache - Store LithionManaGen as LithionManaGen of Units in Cache_LA_cache


Game Cache - Store Spell_Power[1] as LithionSpellPower of Units in Cache_LA_cache


Game Cache - Store CB_Chance_Lithion as LithionCBChance of Units in Cache_LA_cache


Game Cache - Store CB_Damage_Lithion as LithionCBDamage of Units in Cache_LA_cache


-------- ==========Hundalor Hero========== --------


Game Cache - Store Hundalor_Hero as Hundalor of Units in Cache_LA_cache


-------- =====Hundalor Level, XP, HP, Mana, Weapons===== --------


Game Cache - Store (Hero level of Hundalor_Hero) as HundalorLevel of Units in Cache_LA_cache


Game Cache - Store (Hero experience of Hundalor_Hero) as HundalorXP of Units in Cache_LA_cache


Game Cache - Store HundalorWeapon_L as HundalorLeftWeapon of Units in Cache_LA_cache


Game Cache - Store HundalorManaGen as HundalorManaGen of Units in Cache_LA_cache


Game Cache - Store Spell_Power[2] as HundalorSpellPower of Units in Cache_LA_cache


Game Cache - Store CB_Chance_Hundalor as HundalorCBChance of Units in Cache_LA_cache


Game Cache - Store CB_Damage_Hundalor as HundalorCBDamage of Units in Cache_LA_cache


-------- ==========Glainor Hero========== --------


Game Cache - Store Glainor_Hero as Glainor of Units in Cache_LA_cache


-------- =====Glainor Level, XP, HP, Mana, Weapons===== --------


Game Cache - Store (Hero level of Glainor_Hero) as GlainorLevel of Units in Cache_LA_cache


Game Cache - Store (Hero experience of Glainor_Hero) as GlainorXP of Units in Cache_LA_cache


Game Cache - Store GlainorWeapon_L as GlainorLeftWeapon of Units in Cache_LA_cache


Game Cache - Store GlainorArmor as GlainorArmor of Units in Cache_LA_cache


Game Cache - Store GlainorHelmet as GlainorHelmet of Units in Cache_LA_cache


Game Cache - Store GlainorManaGen as GlainorManaGen of Units in Cache_LA_cache


Game Cache - Store Spell_Power[3] as GlainorSpellPower of Units in Cache_LA_cache


Game Cache - Store CB_Chance_Glainor as GlainorCBChance of Units in Cache_LA_cache


Game Cache - Store CB_Damage_Glainor as GlainorCBDamage of Units in Cache_LA_cache


-------- ==========Player Properties========== --------


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)
But only use this method in a campaign.
I am not sure if you already noticed this but:
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.
