• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Trigger] Position

Status
Not open for further replies.
Level 23
Joined
Nov 29, 2006
Messages
2,482
Well there are 3 types of pings. But chose which one you need yourself
you can find it under cinematic actions:
  • Cinematic - Ping minimap for (All players) at (Center of (Playable map area)) for 5.00 seconds, using a Flashy ping of color (100.00%, 100.00%, 100.00%)
When using it in your trigger simply do something like this:

  • Event:
  • player types a message -position
  • Conditions:
  • Actions:
  • set temppoint = position of "your hero"
  • Cinematic - Ping minimap for (All players) at temppoint for <5.00> seconds, using a <Flashy> ping of color (100.00%, 100.00%, 100.00%)
  • custom script: call RemoveLocation(udg_temppoint)
  • custom script: set temppoint = null
 
Level 17
Joined
May 6, 2008
Messages
1,598
This system is easy as pie, will edit later with full triggers.


  • Ping
    • Events
      • Player - Player 1 (Red) types a chat message containing -position as An exact match
    • Conditions
    • Actions
      • Set Hero_Location = (Position of Blood Mage 0000 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
      • Set Hero_Location = (Position of Blood Mage 0001 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (0.00%, 0.00%, 100.00%)
      • Set Hero_Location = (Position of Blood Mage 0002 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (0.00%, 100.00%, 100.00%)
      • Custom script: call RemoveLocation(udg_Hero_Location)
 
Last edited:
Level 29
Joined
Jul 29, 2007
Messages
5,174
This system is easy as pie, will edit later with full triggers.


  • Ping
    • Events
      • Player - Player 1 (Red) types a chat message containing -position as An exact match
    • Conditions
    • Actions
      • Set Hero_Location = (Position of Blood Mage 0000 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
      • Set Hero_Location = (Position of Blood Mage 0001 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (0.00%, 0.00%, 100.00%)
      • Set Hero_Location = (Position of Blood Mage 0002 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (0.00%, 100.00%, 100.00%)
      • Custom script: call RemoveLocation(udg_Hero_Location)

Beside the fact that you leak two points, no need to repeat what others said already.
 
Level 12
Joined
Apr 27, 2008
Messages
1,228
You have gotten things wrong.
When you use Position of Blood Mage 0000 <gen> a location is created you have to remove that location each time it is created.
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
Since It's the same variable, it wont leak, right?

I explain this at about every thread here and you people still don't get it D:

When declare a value to a point, group, sfx, etc, it creates an OBJECT of that value.
If you declare it with a variable, that variable only points to that object. Therefor, you created 3 location objects (which are structs holding three floats/integers (x,y,z) if it means anything to you) and yet you removed only the last one.
 
Status
Not open for further replies.
Top