• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Respawning Items or Trigger Help

Status
Not open for further replies.
Level 2
Joined
Apr 16, 2011
Messages
18
:vw_wtf:

I was in the process of making a quest for an RPG when I came up with a few issues.. 'What I was using as a resource' I was creating the quest finish trigger when I realized, if I wanted to make this quest doable by multiple players, then the item either had to re-spawn or the item had to be a non-specific version of the item...

  • ItemQuestComplete
    • Events
      • Unit - A unit acquires an item.
    • Conditions
      • (Quest[1] is enabled) Equal to True.
      • (Item being manipulated) Equal to VoodooBeads 0149 <gen>
    • Actions


There were two ways I thought I could resolve this.. Make the item re-spawn, or just make the item non-specific like I said.. I doubt the re-spawning idea would work, because I think the item would have a separate ID and so.. Not turn in the quest.

So, apart from even saying I need help making the item re-spawn, I just need the non-specific version. If anyone can help me do this.. Or give me a link to something that will help me out, would be much appreciated.

:fp:(Since I didn't repeat anything 5 times in that post.)

Edit: Does noone know how to solve this? An alternate idea could work too.
 
Last edited:
It's not hard. Make the Quest MPI-supportive, so that it looks like this:
  • Tr
  • Events
    • Unit - A unit acquires an item
  • Conditions
    • (Quest[Player number of (Owner of (Triggering unit))] is enabled) Equal to True
    • (Item-type of (Item being manipulated)) Equal to Voodoo Beads
  • Actions
    • Quest - Disable Quest[Player number of (Owner of (Triggering unit))]
and whenever the quest for each player is supposed to enable itself, create the item to the place you want, e.g.
  • Tri
  • Events
    • Your event here
  • Conditions
  • Actions
    • Set Point1 = (Random point in (Playable Map Area))
    • Item - Create Voodoo Beads at Point1
    • Custom script: call RemoveLocation (udg_Point1)
    • Quest - Enable Quest[Player number of (Player)]
 
Level 2
Joined
Apr 16, 2011
Messages
18
It's not hard. Make the Quest MPI-supportive, so that it looks like this:
  • Tr
  • Events
    • Unit - A unit acquires an item
  • Conditions
    • (Quest[Player number of (Owner of (Triggering unit))] is enabled) Equal to True
    • (Item-type of (Item being manipulated)) Equal to Voodoo Beads
  • Actions
    • Quest - Disable Quest[Player number of (Owner of (Triggering unit))]
and whenever the quest for each player is supposed to enable itself, create the item to the place you want, e.g.
  • Tri
  • Events
    • Your event here
  • Conditions
  • Actions
    • Set Point1 = (Random point in (Playable Map Area))
    • Item - Create Voodoo Beads at Point1
    • Custom script: call RemoveLocation (udg_Point1)
    • Quest - Enable Quest[Player number of (Player)]

(Item-type of (Item being manipulated)) Equal to Voodoo Beads
Actions..

How do you do this exactly?
Valentene is online now Report Post Edit/Delete Message
 
Status
Not open for further replies.
Top