- Joined
- Oct 29, 2012
- Messages
- 1,474
I request a trigger please
Can some one make a trigger for me for My 'mario 2D Vision's map so it has :
- When mario jumps and hits a block . it is destroyed .
- If Mario jumps then falls onto a block . So he walks on it .
-If Mario jumps then falls onto the ground ... Or Mario jumps near a block...Nothing happens..
#### Please I'm really needing it i can't go on without it . It should be . MPI
I have done anything ( Items - Spells - Jump System ) Just this problem :/
This is an image for how the map is :
I use Right and Left to move ... Up to jump [MPI] . Down To Spin ... But how can i do when he jumps onto a box he stands on it .
These are how Mario is spawned (Tavern) :
Can some one make a trigger for me for My 'mario 2D Vision's map so it has :
- When mario jumps and hits a block . it is destroyed .
- If Mario jumps then falls onto a block . So he walks on it .
-If Mario jumps then falls onto the ground ... Or Mario jumps near a block...Nothing happens..
#### Please I'm really needing it i can't go on without it . It should be . MPI
I have done anything ( Items - Spells - Jump System ) Just this problem :/
This is an image for how the map is :
I use Right and Left to move ... Up to jump [MPI] . Down To Spin ... But how can i do when he jumps onto a box he stands on it .
These are how Mario is spawned (Tavern) :
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Unit Player Group Setup
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Events
- Unit - A unit enters Tavern <gen>
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Owner of (Entering unit)) Equal to Player 1 (Red)
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Then - Actions
- Set Jouer[1] = (Entering unit)
- Unit Group - Add Jouer[1] to JoueursUnits
- Unit - Move Jouer[1] instantly to (Center of JoueurSpawnRegion[1]), facing (Center of Facing Angle Point <gen>)
- Player Group - Add Player 1 (Red) to JoueursGroupe
- Camera - Apply Camera 001 <gen> for Player 1 (Red) over 0.00 seconds
- Camera - Pan camera for Player 1 (Red) to (Position of Jouer[1]) over 0.00 seconds
- Camera - Lock camera target for Player 1 (Red) to Jouer[1], offset by (0.00, 0.00) using Default rotation
- Selection - Select Jouer[1] for Player 1 (Red)
- Unit Group - Add Jouer[1] to JoueurJumpyGroup[1]
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Unit Group - Pick every unit in JoueurJumpyGroup[1] and do (Actions)
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Loop - Actions
- Hashtable - Save Handle OfJouer[1] as (Key hero) of (Key (Owner of Jouer[1])) in HashtableJumpTrigger
- Hashtable - Save 500.00 as (Key hegh) of (Key (Picked unit)) in HashtableJumpTrigger
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Loop - Actions
- Hashtable - Save Handle OfPlayer 1 (Red) as (Key 1) of (Key player) in JumpHashtableReason
- Set SetNofP = 1
- Trigger - Turn on Move Left <gen>
- Trigger - Turn on Move Right <gen>
- Trigger - Turn on Camera Unleak <gen>
- Trigger - Turn on Setup <gen>
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Else - Actions
- -------- The Rest is for other players --------
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Test Unit Creation
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Events
- Map initialization
- Conditions
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Actions
- Hashtable - Create a hashtable
- Set HashtableJumpTrigger = (Last created hashtable)
- Hashtable - Create a hashtable
- Set JumpHashtableReason = (Last created hashtable)
- -------- --------
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Events
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Jump
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Events
- Player - Player 1 (Red) Presses the Up Arrow key
- Player - Player 2 (Blue) Presses the Up Arrow key
- Player - Player 3 (Teal) Presses the Up Arrow key
- Player - Player 4 (Purple) Presses the Up Arrow key
- Conditions
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Actions
- Unit Group - Add (Load (Key hero) of (Key (Triggering player)) in HashtableJumpTrigger) to JumpGroupTrigger
- Animation - Play Jouer[(Player number of (Triggering player))]'s Spell Second - Jump animation
- Animation - Change Jouer[(Player number of (Triggering player))]'s animation speed to 0.00% of its original speed
- Set JumpBooleanReason[(Key (Load (Key (String((Player number of (Triggering player))))) of (Key player) in JumpHashtableReason))] = True
- Trigger - Turn on Jump2 <gen>
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Events
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Jump2
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Events
- Time - Every 0.01 seconds of game time
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (JumpGroupTrigger is empty) Equal to True
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Then - Actions
- Trigger - Turn off (This trigger)
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Else - Actions
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Unit Group - Pick every unit in JumpGroupTrigger and do (Actions)
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Loop - Actions
- Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 1)
- Set HeightJumpTrigger = ((Power(60.00, 2.00)) - (Power(((Real((Custom value of (Picked unit)))) - 60.00), 2.00)))
- Set HieghJumpTotalTrigger = (HeightJumpTrigger / (3600.00 / (Load (Key hegh) of (Key (Picked unit)) from HashtableJumpTrigger)))
- Animation - Change (Picked unit) flying height to HieghJumpTotalTrigger at 0.00
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Custom value of (Picked unit)) Greater than or equal to 120
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Then - Actions
- Unit Group - Remove (Picked unit) from JumpGroupTrigger
- Unit - Set the custom value of (Picked unit) to 0
- Set JumpBooleanReason[(Key (Load (Key (String((Player number of (Triggering player))))) of (Key player) in JumpHashtableReason))] = False
- Animation - Change Jouer[(Player number of (Triggering player))]'s animation speed to 100.00% of its original speed
- Else - Actions
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If - Conditions
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Loop - Actions
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Unit Group - Pick every unit in JumpGroupTrigger and do (Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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