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Maze Checkpoint

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Level 3
Joined
Oct 11, 2011
Messages
58
ive made like 20 diff triggers for a maze checkpoint...but non seem to work properly...i just need to know how to make it good for 1 use only
 
Level 3
Joined
Nov 16, 2011
Messages
54
  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set CheckPoint[1] = Region 000 <gen>
      • Set CheckPoint[2] = Region 001 <gen>
      • Set CheckPoint[3] = Region 002 <gen>
      • Set CheckPoint[4] = Region 003 <gen>
      • Set CheckPoint[5] = Region 004 <gen>
      • Set CheckPoint[6] = Region 005 <gen>
  • Checkpoints
    • Events
      • Unit - A unit enters Region 000 <gen>
      • Unit - A unit enters Region 001 <gen>
      • Unit - A unit enters Region 002 <gen>
      • Unit - A unit enters Region 003 <gen>
      • Unit - A unit enters Region 004 <gen>
      • Unit - A unit enters Region 005 <gen>
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Entering unit)) Equal to (Player((Player number of (Owner of (Entering unit)))))
            • Then - Actions
              • For each (Integer B) from 1 to 6, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (CheckPoint[(Integer B)] contains (Entering unit)) Equal to True
                    • Then - Actions
                      • Set PlayerCheckPoint[(Integer A)] = (Integer B)
                    • Else - Actions
            • Else - Actions
  • Unit Dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Paladin
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Dying unit)) Equal to (Player((Integer A)))
            • Then - Actions
              • For each (Integer B) from 1 to 6, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • PlayerCheckPoint[(Integer A)] Equal to (Integer B)
                    • Then - Actions
                      • Set TP = (Center of CheckPoint[(Integer B)])
                      • Hero - Instantly revive (Dying unit) at TP, Hide revival graphics
                      • Custom script: call RemoveLocation (udg_TP)
                    • Else - Actions
            • Else - Actions
 
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