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Quest

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Repeatable, multiplayer shared or for each player an own?

Single player non repeatable quest:
  • Init VillagerQuest
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Quest - Create a Required quest titled Kill Villagers with the description Lord darklem does w..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Set Quest_KillVillagers = (Last created quest)
      • Quest - Create a quest requirement for (Last created quest) with the description 0/10 Villagers slain
      • Set Quest_KillVillagersReq = (Last created quest requirement)
  • Kill VillagerQuest
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Dorfbewohner (Männlich 2)
          • (Unit-type of (Triggering unit)) Equal to Dorfbewohnerin (Weiblich)
          • (Unit-type of (Triggering unit)) Equal to Kind
          • (Unit-type of (Triggering unit)) Equal to Kind (2)
          • (Unit-type of (Triggering unit)) Equal to Dorfbewohner (Männlich)
    • Actions
      • Quest - Change the description of Quest_KillVillagersReq to ((String((Execution count of (This trigger)))) + (/10 + slain villagers))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Execution count of (This trigger)) Greater than or equal to 10
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Quest - Display to (All players) the Quest Completed message: Kill Villagers comp...
          • Quest - Mark Quest_KillVillagersReq as Completed
          • Quest - Mark Quest_KillVillagers as Completed
        • Else - Actions
 
Last edited:
Level 6
Joined
Oct 25, 2018
Messages
108
Repeatable, multiplayer shared or for each player an own?

Single player non repeatable quest:
  • Init VillagerQuest
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Quest - Create a Required quest titled Kill Villagers with the description Lord darklem does w..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Set Quest_KillVillagers = (Last created quest)
      • Quest - Create a quest requirement for (Last created quest) with the description 0/10 Villagers slain
      • Set Quest_KillVillagersReq = (Last created quest requirement)
  • Kill VillagerQuest
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Dorfbewohner (Männlich 2)
          • (Unit-type of (Triggering unit)) Equal to Dorfbewohnerin (Weiblich)
          • (Unit-type of (Triggering unit)) Equal to Kind
          • (Unit-type of (Triggering unit)) Equal to Kind (2)
          • (Unit-type of (Triggering unit)) Equal to Dorfbewohner (Männlich)
    • Actions
      • Quest - Change the description of Quest_KillVillagersReq to ((String((Execution count of (This trigger)))) + (/10 + slain villagers))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Execution count of (This trigger)) Greater than or equal to 10
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Quest - Display to (All players) the Quest Completed message: Kill Villagers comp...
          • Quest - Mark Quest_KillVillagersReq as Completed
          • Quest - Mark Quest_KillVillagers as Completed
        • Else - Actions


Actually I only want that function to be active only when 10 wizards die and not 1 as you see in the capture (sorry, do not export the triggers here)

upload_2018-12-14_16-4-42.png
 

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Level 6
Joined
Oct 25, 2018
Messages
108
[QUOTE = "Tasyen, post: 3312701, miembro: 194042"] ¿Repetible, multijugador compartido o para cada jugador uno propio?

Búsqueda de un jugador no repetible:
[Desencadenar]
Init VillagerQuest
Eventos
Inicialización del mapa
Condiciones
Comportamiento
Búsqueda: crea una búsqueda obligatoria titulada Kill Villagers con la descripción Lord darklem does w ..., usando la ruta de iconos ReplaceableTextures \ CommandButtons \ BTNAmbush.blp
Establecer Quest_KillVillagers = (Última búsqueda creada)
Búsqueda: crea un requisito de búsqueda para (Última búsqueda creada) con la descripción 0/10 Aldeanos muertos
Establecer Quest_KillVillagersReq = (Último requisito de búsqueda creado)
[/Desencadenar]
[Desencadenar]

Matar al aldeano
Eventos
Unidad - Una unidad muere
Condiciones
O - Cualquiera (Condiciones) son ciertas
Condiciones
(Tipo de unidad de (Unidad de activación)) Igual a Dorfbewohner (Männlich 2)
(Tipo de unidad de (Unidad de activación)) Igual a Dorfbewohnerin (Weiblich)
(Tipo de unidad de (Unidad de activación)) Igual a tipo
(Tipo de unidad de (Unidad de activación)) Igual a tipo (2)
(Tipo de unidad de (Unidad de activación)) Igual a Dorfbewohner (Männlich)
Comportamiento
Quest - Cambia la descripción de Quest_KillVillagersReq a ((String ((Cuenta de ejecución de (Este desencadenante)))) + (/ 10 + aldeanos muertos))
Si (Todas las condiciones son verdaderas), entonces haga (Luego Acciones) otra cosa haga (Else Acciones)
Si - Condiciones
(Cuenta de ejecución de (Este disparador)) Mayor o igual a 10
Entonces - Acciones
Disparador - Desactivar (Este disparador)
Misión - Mostrar a (Todos los jugadores) el mensaje de Misión completada: matar a los aldeanos comp ...
Quest - Mark Quest_KillVillagersReq como completado
Quest - Mark Quest_KillVillagers como completado
Lo demás - Acciones


[/ Trigger] [/ QUOTE]
[QUOTE = "Tasyen, post: 3312730, miembro: 194042"] por eso uso este contador de ejecución de activador. Aumenta cada vez que el evento y las condiciones se pasan con éxito.
Para cada matar las actualizaciones de la misión.
Y si se matan 10, la búsqueda se completa. [/ QUOTE]

How can I do that counter step by step?
 
Each trigger has an unique execution counter without you doing anything.
Execution counter increases before actions are executed, Therefore if conditions are true.

In my example if any default village unit dies the kill quest trigger executes -> execution counter + 1. Then I update the quest requierment text to execution counter of 10.

when the trigger executed 10 times the quest is completed and the trigger disables itself.
 
Level 6
Joined
Oct 25, 2018
Messages
108
Each trigger has an unique execution counter without you doing anything.
Execution counter increases before actions are executed, Therefore if conditions are true.

In my example if any default village unit dies the kill quest trigger executes -> execution counter + 1. Then I update the quest requierment text to execution counter of 10.

when the trigger executed 10 times the quest is completed and the trigger disables itself.

I know it's too much trouble ... but could you send me a map with those triggers that you did, to analyze the step by step of the quest? my email is [email protected]. You would help me a lot.
 
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