Plague Spreader Quest Problem

Level 12
Joined
Aug 3, 2021
Messages
442
Hello it's Pekisa7. I need the help with the plague spreader quest. I need when the plague spreader plagues the 3 towns standing on the first circle then the second and then the third and when the 3 timers expire you have completed the quest. I already created the circles and the plague animations and everything. And when you put the plague spreader on the first circle in the middel of the map and when the timer is finished the blight shows on the second circle and the circle dissapears. I don't know why is that. I just need help when those three timers expire you completed the quest. Can you guys help me with that? Best regards from Pekisa7. Here are also the triggers:
  • Plague The Town Completed
    • Events
    • Conditions
      • Timers_Expired Equal to 3
    • Actions
      • Trigger - Turn off Plague The Town Completed <gen>
      • Sound - Setup all volume channels for speech
      • Cinematic - Send transmission to (All players) from a Player 4 (Purple) Necromancer named Necromancer at (Player 4 (Purple) start location): Play The_dead_rise_like_an_unstoppable_tide <gen> and display The villages are pl.... Modify duration: Add 0.00 seconds and Wait
      • Wait (Length of The_dead_rise_like_an_unstoppable_tide <gen>) seconds
      • Sound - Reset all volume channels to 100%
      • Trigger - Run Plague The Town <gen> (checking conditions)
      • -------- Update the quest --------
      • Quest - Mark PlagueTheTownQuest as Discovered
      • Quest - Mark PlaugeTheTownQuestReq1 as Completed
      • Quest - Mark PlagueTheTownQuestReq2 as Completed
      • Quest - Mark PlagueTheTownQuest as Completed
      • -------- Display a quest message --------
      • Quest - Display to (All players) the Quest Completed message: |cff808000OPTIONAL ...
  • First Timer
    • Events
      • Time - PlagueTimer expires
    • Conditions
    • Actions
      • Trigger - Turn off First Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
  • Second Timer
    • Events
      • Time - PlagueTimer02 expires
    • Conditions
    • Actions
      • Trigger - Turn off Second Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
  • Third Timer
    • Events
      • Time - PlagueTimer03 expires
    • Conditions
    • Actions
      • Trigger - Turn off Third Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
 
Hard to say about why the circle of power is disappearing because these triggers don't show anything about removing or killing a unit, if you show those triggers we can probably help.

As for these triggers, there is no event that causes the trigger "Plague Town Completed" to run, so after each timer expires I added the "run trigger action" and with your condition it will only run if all timers have expired.

I forget if it's a thing when you use GUI (I don't think you need to, but I'm unsure) you may want to set the Timers_Expired integer to 0 when you're initiating the quest.

  • First Timer
    • Events
      • Time - PlagueTimer expires
    • Conditions
    • Actions
      • Trigger - Turn off First Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
      • Quest - Mark PlaugeTheTownQuestReq1 as Completed
      • Trigger - Run Plague The Town Completed <gen> (checking conditions)
  • Second Timer
    • Events
      • Time - PlagueTimer02 expires
    • Conditions
    • Actions
      • Trigger - Turn off Second Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
      • Quest - Mark PlagueTheTownQuestReq2 as Completed
      • Trigger - Run Plague The Town Completed <gen> (checking conditions)
  • Third Timer
    • Events
      • Time - PlagueTimer03 expires
    • Conditions
    • Actions
      • Trigger - Turn off Third Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
      • Quest - Mark PlaugeTheTownQuestReq3 as Completed
      • Trigger - Run Plague The Town Completed <gen> (checking conditions)
I also moved the quest updating actions because what you had before wouldn't run like you wanted. It would only have updated objectives when everything was completed, but not before, here is the new "completed" trigger:
  • Plague The Town Completed
    • Events
    • Conditions
      • Timers_Expired Equal to 3
    • Actions
      • Trigger - Turn off Plague The Town Completed <gen>
      • Sound - Setup all volume channels for speech
      • Cinematic - Send transmission to (All players) from a Player 4 (Purple) Necromancer named Necromancer at (Player 4 (Purple) start location): Play The_dead_rise_like_an_unstoppable_tide <gen> and display The villages are pl.... Modify duration: Add 0.00 seconds and Wait
      • Wait (Length of The_dead_rise_like_an_unstoppable_tide <gen>) seconds
      • Sound - Reset all volume channels to 100%
      • Trigger - Run Plague The Town <gen> (checking conditions)
      • Comment: ^does the above action belong here? This looks like the trigger to start the quest..
      • Quest - Mark PlagueTheTownQuest as Completed
      • -------- Display a quest message --------
      • Quest - Display to (All players) the Quest Completed message: |cff808000OPTIONAL ...
I added a comment below a "run trigger action" that looked like it was in the errant "do all the quest stuff" block of actions, but I wasn't sure so i left it with a comment.
 
Last edited:
Hard to say about why the circle of power is disappearing because these triggers don't show anything about removing or killing a unit, if you show those triggers we can probably help.

As for these triggers, there is no event that causes the trigger "Plague Town Completed" to run, so after each timer expires I added the "run trigger action" and with your condition it will only run if all timers have expired.

I forget if it's a thing when you use GUI (I don't think you need to, but I'm unsure) you may want to set the Timers_Expired integer to 0 when you're initiating the quest.

  • First Timer
    • Events
      • Time - PlagueTimer expires
    • Conditions
    • Actions
      • Trigger - Turn off First Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
      • Quest - Mark PlaugeTheTownQuestReq1 as Completed
      • Trigger - Run Plague The Town Completed <gen> (checking conditions)
  • Second Timer
    • Events
      • Time - PlagueTimer02 expires
    • Conditions
    • Actions
      • Trigger - Turn off Second Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
      • Quest - Mark PlagueTheTownQuestReq2 as Completed
      • Trigger - Run Plague The Town Completed <gen> (checking conditions)
  • Third Timer
    • Events
      • Time - PlagueTimer03 expires
    • Conditions
    • Actions
      • Trigger - Turn off Third Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
      • Quest - Mark PlaugeTheTownQuestReq3 as Completed
      • Trigger - Run Plague The Town Completed <gen> (checking conditions)
I also moved the quest updating actions because what you had before wouldn't run like you wanted. It would only have updated objectives when everything was completed, but not before, here is the new "completed" trigger:
  • Plague The Town Completed
    • Events
    • Conditions
      • Timers_Expired Equal to 3
    • Actions
      • Trigger - Turn off Plague The Town Completed <gen>
      • Sound - Setup all volume channels for speech
      • Cinematic - Send transmission to (All players) from a Player 4 (Purple) Necromancer named Necromancer at (Player 4 (Purple) start location): Play The_dead_rise_like_an_unstoppable_tide <gen> and display The villages are pl.... Modify duration: Add 0.00 seconds and Wait
      • Wait (Length of The_dead_rise_like_an_unstoppable_tide <gen>) seconds
      • Sound - Reset all volume channels to 100%
      • Trigger - Run Plague The Town <gen> (checking conditions)
      • Comment: ^does the above action belong here? This looks like the trigger to start the quest..
      • Quest - Mark PlagueTheTownQuest as Completed
      • -------- Display a quest message --------
      • Quest - Display to (All players) the Quest Completed message: |cff808000OPTIONAL ...
I added a comment below a "run trigger action" that looked like it was in the errant "do all the quest stuff" block of actions, but I wasn't sure so i left it with a comment.
Thank you. I will check if it works than I will get back to you.
 
Hard to say about why the circle of power is disappearing because these triggers don't show anything about removing or killing a unit, if you show those triggers we can probably help.

As for these triggers, there is no event that causes the trigger "Plague Town Completed" to run, so after each timer expires I added the "run trigger action" and with your condition it will only run if all timers have expired.

I forget if it's a thing when you use GUI (I don't think you need to, but I'm unsure) you may want to set the Timers_Expired integer to 0 when you're initiating the quest.

  • First Timer
    • Events
      • Time - PlagueTimer expires
    • Conditions
    • Actions
      • Trigger - Turn off First Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
      • Quest - Mark PlaugeTheTownQuestReq1 as Completed
      • Trigger - Run Plague The Town Completed <gen> (checking conditions)
  • Second Timer
    • Events
      • Time - PlagueTimer02 expires
    • Conditions
    • Actions
      • Trigger - Turn off Second Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
      • Quest - Mark PlagueTheTownQuestReq2 as Completed
      • Trigger - Run Plague The Town Completed <gen> (checking conditions)
  • Third Timer
    • Events
      • Time - PlagueTimer03 expires
    • Conditions
    • Actions
      • Trigger - Turn off Third Timer <gen>
      • Set Timers_Expired = (Timers_Expired + 1)
      • Quest - Mark PlaugeTheTownQuestReq3 as Completed
      • Trigger - Run Plague The Town Completed <gen> (checking conditions)
I also moved the quest updating actions because what you had before wouldn't run like you wanted. It would only have updated objectives when everything was completed, but not before, here is the new "completed" trigger:
  • Plague The Town Completed
    • Events
    • Conditions
      • Timers_Expired Equal to 3
    • Actions
      • Trigger - Turn off Plague The Town Completed <gen>
      • Sound - Setup all volume channels for speech
      • Cinematic - Send transmission to (All players) from a Player 4 (Purple) Necromancer named Necromancer at (Player 4 (Purple) start location): Play The_dead_rise_like_an_unstoppable_tide <gen> and display The villages are pl.... Modify duration: Add 0.00 seconds and Wait
      • Wait (Length of The_dead_rise_like_an_unstoppable_tide <gen>) seconds
      • Sound - Reset all volume channels to 100%
      • Trigger - Run Plague The Town <gen> (checking conditions)
      • Comment: ^does the above action belong here? This looks like the trigger to start the quest..
      • Quest - Mark PlagueTheTownQuest as Completed
      • -------- Display a quest message --------
      • Quest - Display to (All players) the Quest Completed message: |cff808000OPTIONAL ...
I added a comment below a "run trigger action" that looked like it was in the errant "do all the quest stuff" block of actions, but I wasn't sure so i left it with a comment.
I was talking about this. There use to be a circle of power in the middle here on this picture. Now when I step on the first circle of power in the middle of the map this one dissapears and blight forms.
  • Destroy Circle And Timer
    • Events
      • Time - PlagueTimer expires
    • Conditions
    • Actions
      • Countdown Timer - Destroy PlagueTimerWindow
      • Unit - Remove Circle of Power (medium) 3674 <gen> from the game
      • Custom script: call DestroyTimer(udg_PlagueTimer)
  • Destroy Circle And Timer 02
    • Events
      • Time - PlagueTimer02 expires
    • Conditions
    • Actions
      • Countdown Timer - Destroy Plague02TimerWindow
      • Unit - Remove Circle of Power (medium) 3680 <gen> from the game
      • Custom script: call DestroyTimer(udg_PlagueTimer02)
  • Destroy Circle And Timer 03
    • Events
      • Time - PlagueTimer03 expires
    • Conditions
    • Actions
      • Countdown Timer - Destroy PlagueTimerWindow03
      • Unit - Remove Circle of Power (medium) 3681 <gen> from the game
      • Custom script: call DestroyTimer(udg_PlagueTimer03)
 

Attachments

  • WC3ScrnShot_062826_100912_01.webp
    WC3ScrnShot_062826_100912_01.webp
    538.7 KB · Views: 6
In world editor, click the circle of power in question and check its name. You should see its name as "Circle of Power (medium) XXXX <gen>", where XXXX is a number. Note that number down.

Next, open object manager (F11), select the "Units" tab and find the circle of power (if it is the default unit, it can be found on path "Neutral Passive -> Buildings -> Circle of Power (medium)"). Open up the circle of power that matches the XXXX code, you should see one of the subfolders will be Triggers. Click through it to see which trigger references this unit.

If you won't find any trigger, then most likely you don't reference the circle directly, but instead you have some trigger that picks all units in range/region, one of them being the circle of power, and removes them.
 
In world editor, click the circle of power in question and check its name. You should see its name as "Circle of Power (medium) XXXX <gen>", where XXXX is a number. Note that number down.

Next, open object manager (F11), select the "Units" tab and find the circle of power (if it is the default unit, it can be found on path "Neutral Passive -> Buildings -> Circle of Power (medium)"). Open up the circle of power that matches the XXXX code, you should see one of the subfolders will be Triggers. Click through it to see which trigger references this unit.

If you won't find any trigger, then most likely you don't reference the circle directly, but instead you have some trigger that picks all units in range/region, one of them being the circle of power, and removes them.
The circle of power is a custom unit. Everything is all right as I have seen. When the plague spreader stands on one in the middle the next one its supposed to stand on dissapears and forms blight as you have seen on the picture.
 

Attachments

  • Screenshot (49).webp
    Screenshot (49).webp
    186.6 KB · Views: 3
Back
Top