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[Trigger] Maze Triggers Help Now!!!

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Std1023

S

Std1023

Hey im new and i would like to say hi to all that i will get to know and i would like to ask someone to make me a trigger or tell me how to make one that makes grass kill you so i may make a maze i would also like to find a trigger that has the same functions as Maze Designer.

If you can help please post.:spell_breaker:
 
To kill specific unit types on grass
  • Untitled Trigger 001
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Set tempgroup = (Units in (Playable map area))
      • Unit Group - Pick every unit in tempgroup and do (Actions)
        • Loop - Actions
          • Set temppoint = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain type at temppoint) Equal to Lordaeron Summer - Grass
              • (Unit-type of (Picked unit)) Equal to Footman
            • Then - Actions
              • Unit - Kill (Picked unit)
            • Else - Actions
          • Custom script: call RemoveLocation(udg_temppoint)
      • Custom script: call DestroyGroup(udg_tempgroup)
 
you could make a unit that looks like the grass and make it hold position, then give it like perm immolation that does enough dmg to kill it in one hit so when the unit touches the grass it'll die instantly. :) and you can take off the effect of the immolation so it's just the grass. :thumbs_up:
 
I don't prefer bigDino's idea because immolation sometimes delays before it will take effect on the unit because Immolation requires a buff and buffs doesn't appear instantly!

So use yayafosho's trigger.
 
yAyAfOshO i didnt even know that... the way i learned it was putting rigions all around the track and making TONS of triggers saying...
Event - Unit enters Region001
Condition - Triggering Not Equal to Player Brown
Action - Kill Triggering unit


BTW THAT TAKES FOR EVER!!!
 
yAyAfOshO i didnt even know that... the way i learned it was putting rigions all around the track and making TONS of triggers saying...
Event - Unit enters Region001
Condition - Triggering Not Equal to Player Brown
Action - Kill Triggering unit


BTW THAT TAKES FOR EVER!!!

That's the way every WE starter learns it.
That's why you need the Hive :P
 
Hey Id Like To Ask How To Get To Loop In It? Thats All Thats Making Me have to wastee time could you please help me?
 
Hey Id Like To Ask How To Get To Loop In It? Thats All Thats Making Me have to wastee time could you please help me?

um every .05 seconds it is running itself... why are you asking to making it a loop?

it is looping.

show us your trigger or be more specific.
 
Hey Id Like To Ask How To Get To Loop In It? Thats All Thats Making Me have to wastee time could you please help me?

First, please stop writing like a 5 years old kid (I.E: You Write Like This And Its Annoying).

Now, of course you will want a loop, since you need to loop between all the units that need to die from walking on invalid ground types.
Here's an example on how to do this:
  • Actions
    • For each (Integer A) from 1 to 10, do (Actions)
      • Loop - Actions
        • Set Point = (Position of Hero[(Integer A)])
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Or - Any (Conditions) are true
              • Conditions
                • (Terrain type at Point) Equal to Lordaeron Summer - Dirt
                • (Terrain type at Point) Equal to Lordaeron Summer - Rough Dirt
                • (Terrain type at Point) Equal to Lordaeron Summer - Grassy Dirt
          • Then - Actions
            • Do Something
          • Else - Actions
        • Custom script: call RemoveLocation(udg_Point)
 
here

  • Time - Every 0.13 seconds of game time
  • Set tempgroup = (Units of type Runner)
  • Unit Group - Pick every unit in tempgroup and do (Actions)
    • Loop - Actions
      • Set tempPoint = (Position of (Picked unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Picked unit) is alive) Equal to True
          • Or - Any (Conditions) are true
            • Conditions
              • (Terrain type at tempPoint) Equal to Dungeon - Dirt
        • Then - Actions
          • Unit - Kill (Picked unit)
        • Else - Actions
          • Do nothing
  • Custom script: call RemoveLocation(udg_tempPoint)
  • Custom script: call DestroyGroup(udg_tempgroup)
This is true its straight from my maze map
 
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