• 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.
  • Create a faction for Warcraft 3 and enter Hive's 19th Techtree Contest: Co-Op Commanders! Click here to enter!
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 21st Texturing Contest: Upgrade is now concluded, time to vote for your favourite set of icons! Click here to vote!

quest mark

Status
Not open for further replies.
Level 16
Joined
Mar 27, 2011
Messages
1,348
Make a trigger which creates a special effect.

  • Quest Mark
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Special Effect - Create a special effect attached to the overhead of Peasant 0000 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
      • Set QuestMarkSPX = (Last created special effect)
And this trigger removes the quest mark:

  • Finish Quest
    • Events
      • Unit - A unit comes within 256.00 of Peasant 0000 <gen>
    • Conditions
    • Actions
      • Special Effect - Destroy QuestMarkSPX
The QuestMarkSPX is a Special Effect type variable.
 
Level 9
Joined
Dec 1, 2010
Messages
346
Thank you very much, i was looking in the wrong place haha,Didn't think it was done via triggers.
thank you :p

anyway, if i use a variable will i be able to do it for multiple units at a time?
i want all questwielders to have one on them so that the player can see it, should i make a seperate variable for each and every one of them then?
 
Level 16
Joined
Mar 27, 2011
Messages
1,348
Use a variable array instead.

  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Special Effect - Create a special effect attached to the overhead of Peasant 0000 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
      • Set QuetMarkSPX[1] = (Last created special effect)
      • Special Effect - Create a special effect attached to the overhead of Footman 0001 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
      • Set QuetMarkSPX[2] = (Last created special effect)
      • Special Effect - Create a special effect attached to the overhead of Knight 0002 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
      • Set QuetMarkSPX[3] = (Last created special effect)
 
Status
Not open for further replies.
Top