Possible triggers?

Status
Not open for further replies.
Level 2
Joined
Dec 11, 2018
Messages
21
First of all I want to thank the community here for being amazing and helpful at everypoint. Secondly I want assure you all that before asking you guys for help with these matters, I have spent hours trying every solution I possibly can come up with myself to make it happen + searching around online. I am not only a lazy person asking others to do the work for me. Sadly my knowledge of the WC3 Editor is very limited and even though I can manage to make a lot happen by testing, some things just seems too complex. That is why I come here to you awesome helpers! To the problem:

Im making my first real and serious map in WC3 and had a couple ideas of some triggers, however I cannot manage to make them myself and are not sure if it´s possible. The following triggers are:
  • Floating text: Some way to make floating text that is only visible to the triggering player and does not show on the map if the area is not "explored". My idea is to have a trigger where any player that reaches that point, will get a message over their unit, only visible to them.

  • Floating text-timer: Some kind of floating text timer that will lets say tick from 5 to 0. The idea is to make a Minefield area where if a player steps on a "mine" then they will get a floating text that says "click" and after 2 seconds the area will blow up. It would in that case be cool if the text first said: "Click" and then counted down from 2 to 0.

  • Speaking of the minefield: As I said above, Im making a Minefield and I wonder if there is anyone who got any cool idea how to make this happen in a good way. The problem I have now is that if the player just keeps moving straight forward through the minefield and never stops, he won´t be harmed by any of my delayed mines that he triggers. But at the same time I still want the player to get a shot at escaping when he triggers a mine. Any thoughts? I upload a screenshot of minefield I have made to make it clearer what Im talking about. Also a Screenshot of the triggers which Im SURE there must be a better way to do. (You see that I have like 18 different triggers for it)
This is what I have as questions right now. I can´t thank everyone enough for all the help that I have been giving the last couple of weeks. Also PLEASE bare with me as Im very new to everything about WC3 Editor and I would appreciate if you can explain as thorough as possible.

Have a nice holiday and cheers, my masters of WC3 Editor!
 

Attachments

  • WC3ScrnShot_121418_133335_02.png
    WC3ScrnShot_121418_133335_02.png
    4 MB · Views: 58
  • Trigger.png
    Trigger.png
    37.3 KB · Views: 43
Your Mines can be actived Multiple times by entering and leaving is that wanted?

First I would suggest you use Goblin-Landmines over Rects.
Landmine is an invisible unit frequently checking for nearby enemies, if there is: It kills itself and deals aoe damage after x seconds.
Landmine has 2 skills:
Mine-skill (it defines when the mine explodes and invisibility).
AoE Damage on Death, setup damage, aoe and duration = damage delay.
Aoe Damage also supports 3 AoEs and Damage amounts based on distance to mine on damageTime.​
Aoe Damage on death and Mine Skill are in special unit skills.​
Then you can simply place them on the map and only have to trigger the text tag thing.

Dynamic Timers are not supported in GUI nativly.
You could try using waits, but waits are kinda inaccurate and even more in multiplayer.
wait 0.8 s display 2
wait 0.8 s display 1
wait 0.8 s display 0​
There is also the option to use for each texttag an dummy UnitType on its death display a floating text at its position.
Add multile spawn hydra skills each creating a different unit Type.
When Landmine dies display "Click"
When UnitType A dies display "2"
When UnitType B dies display "1"
When UnitType C dies display "0"​
There is also GTS: https://www.hiveworkshop.com/threads/gui-friendly-timer-system.301858/#resource-76229 by Ghun.
WHich makes dynamic Timers useable in GUI.
I still would base damage and activation by Landmine, if that is possible ( if you need specific damage/attack Types or damage scaling then you need to trigger the damage).
Then on death of Landmine start and Ghun TImer with timeout 1, save the location/Mine whatever you like and make a trigger handling the timer action.
Inside the Timer action you display 3 - GTS_ExecutionCounter on the saved unit/location.
if GTS_ExecutionCounter reaches 3 destroy the GTS Timer inside the action.​
To dislay textTags only to specific players use the hide/show Floating Text which takes a playergroup for which it is shown/hidden.
There is the boolean check "Point/Unit visible to player" use it for the visibily checks.
 
Last edited:
Level 2
Joined
Dec 11, 2018
Messages
21
You are Amazing @Tasyen!! First thing I did was checking out the goblin mines, really smart!! I still have the problem with the "Run for your life" though. Not sure how to counter that. I did also notice something wierd that the explosions did not get delayed of the "delayed mines", but the damage is delayed.
 
Last edited:
Yeah cause the mine dies instantly and damage is delayed. The visual effect displays on the mines death.


What variables/stats are in play for an unit running through a mine to (not) take damage?

mine detecion range
mine damage radius
damage delay
unit movespeed

the unit has to run detection range + damage radius with movespeed in less than damage delay seconds to avoid damage.
To counter the run through, you could increase detection or/and damage range or slow/stun the unit or change explosion time.
 
Level 2
Joined
Dec 11, 2018
Messages
21
Yeah it´s too bad because it looks really odd that the explosion goes off and the damage first comes after a while xD

Yeah I´ve messed around with those a lot but still haven´t really found a good balance between being completely harmless, and being completely chanceless. Im gonna keep working on it though ^^ I appreciate your help and advice a lot m8!
 
Status
Not open for further replies.
Top