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Quest to destroy base

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Level 15
Joined
Dec 19, 2020
Messages
286
Hi guys
At the moment i'm trying to create a quest in which the player has to destroy an enemy base (which is, of course, an important part of Warcraft 3). I've been looking on the internet but i can't find a tutorial/description on how to make this kind of quest. Could someone give a description on how to create a quest in which a base has to be destroyed or refer to a tutorial how to make this kind of quest?
Thanks for the help!
 
Level 30
Joined
Feb 18, 2014
Messages
3,623
  • Quest Base Discovered
    • Events
    • Conditions
    • Actions
      • Quest - Create a Required quest titled Destroy Base with the description <Empty String>, using icon path ReplaceableTextures\CommandButtons\BTNTownHall.blp
      • Set QuestBase = (Last created quest)
      • Quest - Create a quest requirement for QuestBase with the description Destroy Green Base
      • Set QuestBaseReq1 = (Last created quest requirement)
      • Quest - Display to (All players) the Quest discovered message: MAIN QUEST DISCOVERED
  • Quest Base Completed
    • Events
      • Unit - A unit owned by Player 7 (Green) Dies
    • Conditions
      • (Count structures controlled by Player 7 (Green) (Exclude incomplete structures)) Equal to 0
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- Update Quest --------
      • Quest - Mark QuestBaseReq1 as Completed
      • Quest - Mark QuestBase as Completed
      • Quest - Display to (All players) the Quest completed message: MAIN QUEST COMPLETED
Now it depends on how you want this base to be destroyed. All buildings must be destroyed or just some of them, if it's the latter, then add all those buildings to a unit group and check when all the units in the group are dead.
 
Last edited:
Level 15
Joined
Dec 19, 2020
Messages
286
  • Quest Base Discovered
    • Events
    • Conditions
    • Actions
      • Quest - Create a Required quest titled Destroy Base with the description <Empty String>, using icon path ReplaceableTextures\CommandButtons\BTNTownHall.blp
      • Set QuestBase = (Last created quest)
      • Quest - Create a quest requirement for QuestBase with the description Destroy Green Base
      • Set QuestBaseReq1 = (Last created quest requirement)
      • Quest - Display to (All players) the Quest discovered message: MAIN QUEST DISCOVERED
  • Quest Base Completed
    • Events
      • Unit - A unit owned by Player 7 (Green) Dies
    • Conditions
      • (Count structures controlled by Player 7 (Green) (Exclude incomplete structures)) Equal to 0
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- Update Quest --------
      • Quest - Mark QuestBaseReq1 as Completed
      • Quest - Mark QuestBase as Completed
      • Quest - Display to (All players) the Quest completed message: MAIN QUEST COMPLETED
Now it depends on how you want this base to be destroyed. All buildings must be destroyed or just some of them, if it's the latter, then add all those buildings to a unit group and check when all the units in the group are dead.

Thanks! The quest is working. If i may ask you another question: after the quest is finished, the game has to end and the cinematics have to start playing. How do i place this in a trigger. At the moment i've this:

  • Victory
    • Events
    • Conditions
      • (Count structures controlled by Player 2 (Blue) (Exclude incomplete structures)) Equal to 0
    • Actions
      • Game - Victory Player 1 (Red) (Show dialogs, Show scores)
  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Melee Game - Use melee time of day (for all players)
      • Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
      • Melee Game - Set starting resources (for all players)
      • Melee Game - Remove creeps and critters from used start locations (for all players)
      • Melee Game - Enforce victory/defeat conditions (for all players)
      • AI - Start campaign AI script for Player 9 (Gray): war3mapImported\Dwarvish Guild .ai
      • AI - Start campaign AI script for Player 10 (Light Blue): war3mapImported\City Defense .ai
      • AI - Start campaign AI script for Player 11 (Dark Green): war3mapImported\Elven Ranger Corps .ai
      • AI - Start campaign AI script for Player 12 (Brown): war3mapImported\Local Militia JASS Definitive 2.0 .ai
      • AI - Start campaign AI script for Player 2 (Blue): war3mapImported\Citadel Guard .ai
      • AI - Send Player 12 (Brown) the AI Command (0, 0)
      • AI - Send Player 9 (Gray) the AI Command (0, 0)
      • AI - Send Player 10 (Light Blue) the AI Command (0, 0)
      • AI - Send Player 11 (Dark Green) the AI Command (0, 0)
      • AI - Send Player 2 (Blue) the AI Command (0, 0)
      • Trigger - Run Quests undiscovered <gen> (checking conditions)
      • Wait Campaign quest delay seconds
      • Trigger - Run Quests discovered <gen> (checking conditions)
      • Trigger - Run Quest completed <gen> (checking conditions)
      • Trigger - Run Victory <gen> (checking conditions)
With this, the screen turns black the moment all buildings are destroyed. Do you know what i'm doing wrong?
 
Level 15
Joined
Dec 19, 2020
Messages
286
Thanks for the advice! About the black screen: I've made a seperate tigger for the victory ending (see my previous post). I've deleted this trigger from the melee initialization trigger. The idea is that after finishinh the main quest, the game ends so the player can see his score. But in the current situation, the player finishes the main quest and the screen turns black and you're kicked out of the game. Is it something that happens when you donot have an ending cinematic?
 
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