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[Trigger] Mount is not rescued

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Level 17
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2,004
a mount unit spawns and after it walks for a while it despawns but it can be rescued for yourself using a bond stone, but it doesn't rescue for me.
  • Deer Catching
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Bond stone Bonding power
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
      • (Target unit of ability being cast) Equal to Deer
      • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
        • Then - Actions
          • Unit - Set Deer movement speed to 460.00
          • Unit - Rescue Deer for (Owner of (Casting unit)) and Change color
          • Trigger - Turn off Deer Despawn <gen>
          • Item - Remove (Item carried by (Casting unit) of type Bond Stone)
          • Sound - Play Mounts <gen>
        • Else - Actions
          • Item - Remove (Item carried by (Casting unit) of type Bond Stone)
Where did I Make the mistake?
 
Last edited:
Level 13
Joined
Dec 21, 2010
Messages
541
  • Deer Catching
    • Events
      • Unit - A unit Starts an effect of an ability
    • Conditions
      • (Ability being cast) Equal to Bond stone Bonding power
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Target unit of ability being cast) Equal to Deer
          • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
        • Then - Actions
          • Unit - Set (Target unit of ability being cast) movement speed to 460.00
          • Unit - Change Ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Change color
          • Trigger - Turn off Deer Despawn <gen>
          • Item - Remove (Item carried by (Casting unit) of type Bond Stone)
          • Sound - Play Mounts <gen>
        • Else - Actions
          • Item - Remove (Item carried by (Casting unit) of type Bond Stone)
try changing the event to Starts an effect of an ability.. why don't you use change ownership rather than rescue the unit?
 
Level 17
Joined
Dec 11, 2014
Messages
2,004
  • Deer Catching
    • Events
      • Unit - A unit Starts an effect of an ability
    • Conditions
      • (Ability being cast) Equal to Bond stone Bonding power
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Target unit of ability being cast) Equal to Deer
          • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
        • Then - Actions
          • Unit - Set (Target unit of ability being cast) movement speed to 460.00
          • Unit - Change Ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Change color
          • Trigger - Turn off Deer Despawn <gen>
          • Item - Remove (Item carried by (Casting unit) of type Bond Stone)
          • Sound - Play Mounts <gen>
        • Else - Actions
          • Item - Remove (Item carried by (Casting unit) of type Bond Stone)
try changing the event to Starts an effect of an ability.. why don't you use change ownership rather than rescue the unit?

Thanks for the help but it isn't fixed.
 
Level 13
Joined
Dec 21, 2010
Messages
541
try this.. change the Unit Comparison to Unit-type Comparison
  • Deer Catching
  • Events
    • Unit - A unit Starts an effect of an ability
  • Conditions
    • (Ability being cast) Equal to Bond stone Bonding power
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Unit-type of (Target unit of ability being cast) Equal to Deer
        • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
      • Then - Actions
        • Unit - Set (Target unit of ability being cast) movement speed to 460.00
        • Unit - Change Ownership of (Target unit of ability being cast) to (Owner of (Triggering unit)) and Change color
        • Trigger - Turn off Deer Despawn <gen>
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
        • Sound - Play Mounts <gen>
      • Else - Actions
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
-are you sure the Deer you are targeting is owned by Player 12?
-which is which? Bondstone or Bonding Power?? or its just the same item?
-does the catcher uses the item to cast the Bond Stone Bonding Power or is it the catcher's default ability?
 
Level 17
Joined
Dec 11, 2014
Messages
2,004
try this.. change the Unit Comparison to Unit-type Comparison
  • Deer Catching
  • Events
    • Unit - A unit Starts an effect of an ability
  • Conditions
    • (Ability being cast) Equal to Bond stone Bonding power
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Unit-type of (Target unit of ability being cast) Equal to Deer
        • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
      • Then - Actions
        • Unit - Set (Target unit of ability being cast) movement speed to 460.00
        • Unit - Change Ownership of (Target unit of ability being cast) to (Owner of (Triggering unit)) and Change color
        • Trigger - Turn off Deer Despawn <gen>
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
        • Sound - Play Mounts <gen>
      • Else - Actions
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)

Thanks for thhe help but still it doesn't work.
-are you sure the Deer you are targeting is owned by Player 12?
Yes.
-which is which? Bondstone or Bonding Power?? or its just the same item?
Bond Stone (Item) Uses the Ability Bond stone Bonding Power.
-does the catcher uses the item to cast the Bond Stone Bonding Power or is it the catcher's default ability?
An item Has the Ability.
 
Level 13
Joined
Dec 21, 2010
Messages
541
hmm... why do you remove the item at the "else"? just curious..

-I'll try to make the same trigger..

[edit]: I made the same trigger and it works perfectly fine... the unit is changed to the owner of triggering unit and the unit speed is increased..

200580-albums8063-picture96185.jpg


how come yours is not working... :/
 
Last edited:
Level 17
Joined
Dec 11, 2014
Messages
2,004
I'll show the triggers i used.
  • Deer spawn
  • Events
    • Time - Every 697.00 seconds of game time
  • Conditions
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • InDungeon Equal to False
    • Then - Actions
      • Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally with shared vision
      • Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally with shared vision
      • Unit - Create 1 Deer for Player 12 (Brown) at (Center of Deer Spawn <gen>) facing Default building facing degrees
      • Set Deer = (Last created unit)
      • Unit - Set Deer movement speed to 120.00
      • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
      • Unit - Order Deer to Move To (Center of Deer Despawn <gen>)
      • Cinematic - Ping minimap for (All players) at (Center of Deer Spawn <gen>) for 15.00 seconds
      • Sound - Play Mounts <gen>
      • Trigger - Turn on Deer Despawn <gen>
    • Else - Actions
      • Wait 697.00 seconds
      • Trigger - Run (This trigger) (checking conditions)


  • Deer Catching
  • Events
    • Unit - A unit Begins The effect of an Ability
  • Conditions
    • (Ability being cast) Equal to Bond Stone Bonding Power
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Unit-type of (Target unit of ability being cast)) Equal to Deer
      • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
    • Then - Actions
      • Set Caster_D = (Triggering unit)
      • Unit - Set Deer movement speed to 460.00
      • Unit - Change ownership of Deer to (Owner of Caster_D) and Change color
      • Game - Display to (All players) the text: (|cFFFFFFFFThe Mount: |r|cFF6B3D01Deer|r|cFF96FF96(Common)|r Was Captured By + ((Name of (Triggering player)) + !!! Maybe Next Time!))
      • Trigger - Turn off Deer Despawn <gen>
      • Item - Remove (Item carried by (Casting unit) of type Bond Stone)
      • Sound - Play Mounts <gen>
    • Else - Actions
      • Item - Remove (Item carried by (Casting unit) of type Bond Stone)
 
Level 13
Joined
Dec 21, 2010
Messages
541
^your first trigger seems wrong.. if you use the event EVERY 697 seconds of game time you don't need to put
  • Wait 697.00 seconds
  • Trigger - Run (This trigger) (checking conditions)
because you are already repeating it EVERY 697 seconds..

^As I have observed ..the Deer is stored in a non-array variable... so if the 1st trigger repeats itself the first deer that was earlier spawned will be replaced by the new created Deer which will be stored in a variable ..so the 2nd trigger will not take effect to the first deer you spawned..

I'll redo your first trigger..
  • DEER SPAWN
  • Events
    • Time - Every 697.00 seconds of game time
  • Conditions
    • InDungeon Equal to False
  • Actions
    • Temp_Point[0] = Center of Deer Spawn<gen>
    • Temp_Point[1] = Center of Deer Despawn<gen>
    • Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally with shared vision
    • Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally with shared vision
    • Unit - Create 1 Deer for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
    • Unit - Set Deer movement speed to 120.00
    • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
    • Unit - Order Deer to Move To Temp_Point[1]
    • Cinematic - Ping minimap for (All players) at Temp_Point[0] for 15.00 seconds
    • Sound - Play Mounts <gen>
    • Custom script: call RemoveLocation(udg_Temp_Point[0])
    • Custom script: call RemoveLocation(udg_Temp_Point[1])
    • Trigger - Turn off this (trigger)
  • DEER CATCH
  • Events
    • Unit - A unit Starts an effect of an ability
  • Conditions
    • (Ability being cast) Equal to Bond stone Bonding power
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Unit-type of (Target unit of ability being cast) Equal to Deer
        • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
      • Then - Actions
        • Unit - Set (Target unit of ability being cast) movement speed to 460.00
        • Unit - Change Ownership of (Target unit of ability being cast) to (Owner of (Triggering unit)) and Change color
        • Game - Display to (All players) the text: (|cFFFFFFFFThe Mount: |r|cFF6B3D01Deer|r|cFF96FF96(Common)|r Was Captured By + ((Name of (Triggering player)) + !!! Maybe Next Time!))
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
        • Sound - Play Mounts <gen>
      • Else - Actions
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
-HOW many deers do you want to spawn?
-WHAT is Deer Despawn ? can you show me the trigger?
 
Level 17
Joined
Dec 11, 2014
Messages
2,004
^your first trigger seems wrong.. if you use the event EVERY 697 seconds of game time you don't need to put
  • Wait 697.00 seconds
  • Trigger - Run (This trigger) (checking conditions)
because you are already repeating it EVERY 697 seconds..

^As I have observed ..the Deer is stored in a non-array variable... so if the 1st trigger repeats itself the first deer that was earlier spawned will be replaced by the new created Deer which will be stored in a variable ..so the 2nd trigger will not take effect to the first deer you spawned..

I'll redo your first trigger..
  • DEER SPAWN
  • Events
    • Time - Every 697.00 seconds of game time
  • Conditions
    • InDungeon Equal to False
  • Actions
    • Temp_Point[0] = Center of Deer Spawn<gen>
    • Temp_Point[1] = Center of Deer Despawn<gen>
    • Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally with shared vision
    • Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally with shared vision
    • Unit - Create 1 Deer for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
    • Unit - Set Deer movement speed to 120.00
    • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
    • Unit - Order Deer to Move To Temp_Point[1]
    • Cinematic - Ping minimap for (All players) at Temp_Point[0] for 15.00 seconds
    • Sound - Play Mounts <gen>
    • Custom script: call RemoveLocation(udg_Temp_Point[0])
    • Custom script: call RemoveLocation(udg_Temp_Point[1])
    • Trigger - Turn off this (trigger)
  • DEER CATCH
  • Events
    • Unit - A unit Starts an effect of an ability
  • Conditions
    • (Ability being cast) Equal to Bond stone Bonding power
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Unit-type of (Target unit of ability being cast) Equal to Deer
        • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
      • Then - Actions
        • Unit - Set (Target unit of ability being cast) movement speed to 460.00
        • Unit - Change Ownership of (Target unit of ability being cast) to (Owner of (Triggering unit)) and Change color
        • Game - Display to (All players) the text: (|cFFFFFFFFThe Mount: |r|cFF6B3D01Deer|r|cFF96FF96(Common)|r Was Captured By + ((Name of (Triggering player)) + !!! Maybe Next Time!))
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
        • Sound - Play Mounts <gen>
      • Else - Actions
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)

Thanks For the Help and your correcting my triggers, But Still It Doesn't Work!:vw_wtf:
-HOW many deers do you want to spawn?
1, just 1.

-WHAT is Deer Despawn ? can you show me the trigger?
Sure.
  • Deer Despawn
  • Events
    • Unit - A unit enters Deer Despawn <gen>
  • Conditions
    • (Entering unit) Equal to Deer
  • Actions
    • Unit - Remove Deer from the game
    • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
    • Special Effect - Create a special effect at (Center of Deer Despawn <gen>) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    • Sound - Play Mounts <gen>
    • Trigger - Turn off (This trigger)
    • Wait 5.00 seconds
    • Trigger - Run Bear Spawn <gen> (checking conditions)
 
Level 13
Joined
Dec 21, 2010
Messages
541
So you want to create 1 Deer.. then if the Deer reaches the region,, it will be removed..and a bear will spawn?

  • DEER SPAWN
  • Events
    • Time - Every 697.00 seconds of game time
  • Conditions
    • InDungeon Equal to False
  • Actions
    • Temp_Point[0] = Center of Deer Spawn<gen>
    • Temp_Point[1] = Center of Deer Despawn<gen>
    • Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally with shared vision
    • Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally with shared vision
    • Unit - Create 1 Deer for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
    • Set - CATCH_UNIT = Last created unit
    • Unit - Set CATCH_UNIT movement speed to 120.00
    • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
    • Unit - Order CATCH_UNIT to Move To Temp_Point[1]
    • Cinematic - Ping minimap for (All players) at Temp_Point[0] for 15.00 seconds
    • Sound - Play Mounts <gen>
    • Custom script: call RemoveLocation(udg_Temp_Point[0])
    • Custom script: call RemoveLocation(udg_Temp_Point[1])
    • Trigger - Turn off this (trigger)

  • Deer Despawn
    • Events
      • Unit - A unit enters Deer Despawn <gen>
    • Conditions
      • (Entering unit) Equal to CATCH_UNIT
    • Actions
      • Trigger - Turn off (This trigger)
      • Temp_Point[1] = Center of Deer Despawn<gen>
      • Unit - Remove CATCH_UNIT from the game
      • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
      • Special Effect - Create a special effect at Temp_Point[1] using Abilities\Spells\Other\Charm\CharmTarget.mdl
      • Special Effect - Destroy last created special effect
      • Sound - Play Mounts <gen>
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
      • Set - CATCH_UNIT = No unit
      • Wait 5.00 seconds
      • Trigger - Run Bear Spawn <gen> (checking conditions)
So every time you spawn a unit store it into CATCH_UNIT
  • SPAWN CATCH
  • Events
    • Unit - A unit Starts an effect of an ability
  • Conditions
    • (Ability being cast) Equal to Bond stone Bonding power
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Target unit of ability being cast) Equal to CATCH_UNIT
        • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
      • Then - Actions
        • Unit - Set (Target unit of ability being cast) movement speed to 460.00
        • Unit - Change Ownership of CATCH_UNIT to (Owner of (Triggering unit)) and Change color
        • Game - Display to (All players) the text: (|cFFFFFFFFThe Mount: |r|cFF6B3D01Deer|r|cFF96FF96(Common)|r Was Captured By + ((Name of (Triggering player)) + !!! Maybe Next Time!))
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
        • Sound - Play Mounts <gen>
      • Else - Actions
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
-change the unit-type comparison back to unit comparison because you are catching a specific unit..
 
Level 17
Joined
Dec 11, 2014
Messages
2,004
So you want to create 1 Deer.. then if the Deer reaches the region,, it will be removed..and a bear will spawn?

  • DEER SPAWN
  • Events
    • Time - Every 697.00 seconds of game time
  • Conditions
    • InDungeon Equal to False
  • Actions
    • Temp_Point[0] = Center of Deer Spawn<gen>
    • Temp_Point[1] = Center of Deer Despawn<gen>
    • Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally with shared vision
    • Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally with shared vision
    • Unit - Create 1 Deer for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
    • Set - CATCH_UNIT = Last created unit
    • Unit - Set CATCH_UNIT movement speed to 120.00
    • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
    • Unit - Order CATCH_UNIT to Move To Temp_Point[1]
    • Cinematic - Ping minimap for (All players) at Temp_Point[0] for 15.00 seconds
    • Sound - Play Mounts <gen>
    • Custom script: call RemoveLocation(udg_Temp_Point[0])
    • Custom script: call RemoveLocation(udg_Temp_Point[1])
    • Trigger - Turn off this (trigger)

  • Deer Despawn
    • Events
      • Unit - A unit enters Deer Despawn <gen>
    • Conditions
      • (Entering unit) Equal to CATCH_UNIT
    • Actions
      • Trigger - Turn off (This trigger)
      • Temp_Point[1] = Center of Deer Despawn<gen>
      • Unit - Remove CATCH_UNIT from the game
      • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
      • Special Effect - Create a special effect at Temp_Point[1] using Abilities\Spells\Other\Charm\CharmTarget.mdl
      • Special Effect - Destroy last created special effect
      • Sound - Play Mounts <gen>
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
      • Set - CATCH_UNIT = No unit
      • Wait 5.00 seconds
      • Trigger - Run Bear Spawn <gen> (checking conditions)
So every time you spawn a unit store it into CATCH_UNIT
  • SPAWN CATCH
  • Events
    • Unit - A unit Starts an effect of an ability
  • Conditions
    • (Ability being cast) Equal to Bond stone Bonding power
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Target unit of ability being cast) Equal to CATCH_UNIT
        • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
      • Then - Actions
        • Unit - Set (Target unit of ability being cast) movement speed to 460.00
        • Unit - Change Ownership of CATCH_UNIT to (Owner of (Triggering unit)) and Change color
        • Game - Display to (All players) the text: (|cFFFFFFFFThe Mount: |r|cFF6B3D01Deer|r|cFF96FF96(Common)|r Was Captured By + ((Name of (Triggering player)) + !!! Maybe Next Time!))
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
        • Sound - Play Mounts <gen>
      • Else - Actions
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
-change the unit-type comparison back to unit comparison because you are catching a specific unit..


I Don't get it; The Triggers are Logicaly right, But it still isn't Solved.

One thing: When The Ability is cast, The message doesn't pop up, Showing that None of the Actions in ''Deer catching'' had happened.
 
Level 13
Joined
Dec 21, 2010
Messages
541
I saw now the problem... you created several triggers for using the bond stone ability.. you used it when catching the horse, deer ,bear ... the best solution is remove the variables horse,deer,bear ,etc and make it only 1 variable which is CATCH_UNIT... in this case every time you store a unit in that variable the 2nd trigger will RUN.. I said it already in the first thread..

  • DEER SPAWN
  • Events
    • Time - Every 697.00 seconds of game time
  • Conditions
    • InDungeon Equal to False
  • Actions
    • Temp_Point[0] = Center of Deer Spawn<gen>
    • Temp_Point[1] = Center of Deer Despawn<gen>
    • Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally with shared vision
    • Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally with shared vision
    • Unit - Create 1 Deer for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
    • Set - CATCH_UNIT = Last created unit
    • Unit - Set CATCH_UNIT movement speed to 120.00
    • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
    • Unit - Order CATCH_UNIT to Move To Temp_Point[1]
    • Cinematic - Ping minimap for (All players) at Temp_Point[0] for 15.00 seconds
    • Sound - Play Mounts <gen>
    • Custom script: call RemoveLocation(udg_Temp_Point[0])
    • Custom script: call RemoveLocation(udg_Temp_Point[1])
    • Trigger - Turn off this (trigger)

  • Deer Despawn
    • Events
      • Unit - A unit enters Deer Despawn <gen>
    • Conditions
      • (Entering unit) Equal to CATCH_UNIT
    • Actions
      • Trigger - Turn off (This trigger)
      • Temp_Point[1] = Center of Deer Despawn<gen>
      • Unit - Remove CATCH_UNIT from the game
      • Game - Display to (All players) the text: |cFFFFFFFFThe Mount...
      • Special Effect - Create a special effect at Temp_Point[1] using Abilities\Spells\Other\Charm\CharmTarget.mdl
      • Special Effect - Destroy last created special effect
      • Sound - Play Mounts <gen>
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
      • Set - CATCH_UNIT = No unit
      • Wait 5.00 seconds
      • Trigger - Run Bear Spawn <gen> (checking conditions)
So every time you spawn a unit store it into CATCH_UNIT
remove other triggers ; Horse Catching, Bear Catching, White tiger Catching, Wolf Catching... and create this trigger
  • SPAWN CATCH
  • Events
    • Unit - A unit Starts an effect of an ability
  • Conditions
    • (Ability being cast) Equal to Bond stone Bonding power
    • (Owner of (Target unit of ability being cast)) Equal to Player 12 (Brown)
    • (Target unit of ability being cast) Equal to CATCH_UNIT
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Unit-type of (Target unit of ability being cast) Equal to Bear
      • Then - Actions
        • Trigger - Turn off Bear Despawn
      • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Unit-type of (Target unit of ability being cast) Equal to Horse
          • Then - Actions
            • Trigger - Turn off Horse Despawn
          • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Unit-type of (Target unit of ability being cast) Equal to Tiger
              • Then - Actions
                • Trigger - Turn off Tiger Despawn
              • Else - Actions
        • Unit - Set (Target unit of ability being cast) movement speed to 460.00
        • Unit - Change Ownership of CATCH_UNIT to (Owner of (Triggering unit)) and Change color
        • Game - Display to (All players) the text: (|cFFFFFFFFThe Mount: |r|cFF6B3D01Deer|r|cFF96FF96(Common)|r Was Captured By + ((Name of (Triggering player)) + !!! Maybe Next Time!))
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
        • Sound - Play Mounts <gen>
        • Item - Remove (Item carried by (Triggering unit) of type Bond Stone)
 
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