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[Trigger] Message Issue

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Level 5
Joined
Sep 10, 2006
Messages
185
  • Points
    • Events
      • Time - Clock expires
    • Conditions
      • END Equal to False
    • Actions
      • Countdown Timer - Pause Clock
      • Countdown Timer - Destroy (Last created timer window)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in GroupBlue) Equal to 0
          • (Number of units in GroupRed) Greater than or equal to 1
        • Then - Actions
          • Set ScoreRed = (ScoreRed + 1)
          • Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to ScoreRed
          • Game - Display to (All players) the text: |c00ff0000The Red t...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in GroupRed) Equal to 0
          • (Number of units in GroupBlue) Greater than or equal to 1
        • Then - Actions
          • Set ScoreBlue = (ScoreBlue + 1)
          • Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to ScoreBlue
          • Game - Display to (All players) the text: |c000000ffThe Blue ...
        • Else - Actions
      • Countdown Timer - Start Clock as a One-shot timer that will expire in 10.50 seconds
      • Countdown Timer - Create a timer window for (Last started timer) with title Next point in...
Score updates, leaderboard updates, but it does not display a message.

Does anyone know why?
 
Level 5
Joined
Sep 10, 2006
Messages
185
I really don't know if that makes a difference, but you can try using |cffff0000 instead of |c00ff0000.

I tried making it just say HELLO but nothing.

I put a message in the beginning of the trigger, nothing.

Messages will print out for the first 30 seconds of my map running, but after that nothing.

At 30 seconds I have a trigger destroy to gates, don't know if that affects any thing message-related.
 
Level 5
Joined
Sep 10, 2006
Messages
185
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set END = False
      • Set ScoreBlue = 0
      • Set ScoreRed = 0
      • Set Observatory = 0
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Kills[(Integer A)] = 0
          • Set Deaths[(Integer A)] = 0
          • Set Healing[(Integer A)] = 0
      • Game - Display to (All players) the text: Welcome to King of ...
      • -------- INITIAL SPAWN --------
        • Else - Actions
      • -------- Times --------
      • Game - Set the time of day to 12.00
      • -------- Start --------
      • Wait 30.00 seconds
      • Destructible - Destroy Elven Gate (Diagonal 2) 0164 <gen>
      • Destructible - Destroy Elven Gate (Diagonal 1) 0191 <gen>
      • -------- Visibility - Center / Shops --------
      • Set VisibilityGroup[3] = (All players)
      • Player Group - Pick every player in VisibilityGroup[3] and do (Actions)
        • Loop - Actions
          • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Center <gen>
          • Set Visibility[(Player number of (Picked player))] = (Last created visibility modifier)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • END Equal to False
        • Then - Actions
          • Set ArtilleryPos = (Center of Artillery <gen>)
          • Set ArtilleryPos = (ArtilleryPos offset by 100.00 towards 270.00 degrees)
          • Unit - Create 1 Peasant for Player 1 (Red) at ArtilleryPos facing Default building facing degrees
          • Unit - Remove (Last created unit) from the game
          • Custom script: call RemoveLocation(udg_ArtilleryPos)
          • Set ArtilleryPos = (Center of Artillery <gen>)
          • Set ArtilleryPos = (ArtilleryPos offset by 100.00 towards 270.00 degrees)
          • Unit - Create 1 Peasant for Player 1 (Red) at ArtilleryPos facing Default building facing degrees
          • Unit - Remove (Last created unit) from the game
          • Custom script: call RemoveLocation(udg_ArtilleryPos)
          • -------- --------
          • Set ArtilleryPos = (Center of Artillery <gen>)
          • Set ArtilleryPos = (ArtilleryPos offset by 100.00 towards 270.00 degrees)
          • Unit - Create 1 Peasant for Player 2 (Blue) at ArtilleryPos facing Default building facing degrees
          • Unit - Remove (Last created unit) from the game
          • Custom script: call RemoveLocation(udg_ArtilleryPos)
          • Set ArtilleryPos = (Center of Artillery <gen>)
          • Set ArtilleryPos = (ArtilleryPos offset by 100.00 towards 270.00 degrees)
          • Unit - Create 1 Peasant for Player 2 (Blue) at ArtilleryPos facing Default building facing degrees
          • Unit - Remove (Last created unit) from the game
          • Custom script: call RemoveLocation(udg_ArtilleryPos)
        • Else - Actions
      • Visibility - Disable black mask
      • -------- Run Triggers --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • END Equal to False
        • Then - Actions
          • Trigger - Turn on Respawn REd <gen>
          • Trigger - Turn on Respawn Blue <gen>
          • Trigger - Turn on Observatory <gen>
          • Trigger - Turn on Artillery Capture <gen>
        • Else - Actions
      • -------- Leaks --------
      • Custom script: call DestroyForce(udg_VisibilityGroup[3])
This trigger when disabled allows other messages to show later in the game...
 
Level 5
Joined
Oct 17, 2006
Messages
151
have you tried making a blank trigger just sending text to you? If it doesn't send text even with a map initialization event it would mean your wc3 editor is weird.

The reason why I say this is because that text should show in the trigger of yours.

EDIT:
When you set VisibilityGroup[3] = (All Players), you are defining that the variable IS (All Players).

So, when you destroy at the very end of the trigger, the group (All Players) no longer exists, and the messages won't show.

No no no no no!!!

The group (All Players) always exists!!! You can't just remove a variable that is always there. >_>
 
Last edited:
Level 5
Joined
Sep 10, 2006
Messages
185
have you tried making a blank trigger just sending text to you? If it doesn't send text even with a map initialization event it would mean your wc3 editor is weird.

The reason why I say this is because that text should show in the trigger of yours.

EDIT:


No no no no no!!!

The group (All Players) always exists!!! You can't just remove a variable that is always there. >_>

Well, I removed destroying the group and now the messages work.

hah :)
 
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