• 💀 Happy Halloween! 💀 It's time to vote for the best terrain! Check out the entries to Hive's HD Terrain Contest #2 - Vampire Folklore.❗️Poll closes on November 14, 2023. 🔗Click here to cast your vote!
  • 🏆 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!
  • 🏆 HD Level Design Contest #1 is OPEN! Contestants must create a maze with at least one entry point, and at least one exit point. The map should be made in HD mode, and should not be openable in SD. Only custom models from Hive's HD model and texture sections are allowed. The only exceptions are DNC models and omnilights. This is mainly a visual and design oriented contest, not technical. The UI and video walkthrough rules are there to give everyone an equal shot at victory by standardizing how viewers see the terrain. 🔗Click here to enter!

[Trigger] RPG Quests, only works for player 1?

Status
Not open for further replies.
Level 7
Joined
May 21, 2009
Messages
289
I've never really been able to get quests specific for multiple players to work. Figured I would see if anyone more experienced than myself could point out how to fix this.
My current "3 Trigger System"
Trigger 1:
  • Recruiter 1
    • Events
      • Unit - A unit Sells an item (from shop)
    • Conditions
      • (Item-type of (Sold Item)) Equal to Talk
      • (Selling unit) Equal to Imperial Recruiter 0013 <gen>
      • Imperial_Recruiter[(Player number of (Owner of (Killing unit)))] Equal to -1
    • Actions
      • Set Imperial_Recruiter[(Player number of (Owner of (Buying unit)))] = 0
      • Game - Display to (Player group((Owner of (Buying unit)))) for 30.00 seconds the text: |c000042FFRecruiter...
Trigger 2:
  • Gnolls
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Gnoll
      • Imperial_Recruiter[(Player number of (Owner of (Killing unit)))] Greater than or equal to 0
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Imperial_Recruiter[(Player number of (Owner of (Killing unit)))] Greater than or equal to 9
        • Then - Actions
          • Game - Display to (Player group((Owner of (Killing unit)))) for 5.00 seconds the text: |c000042FFGnolls fo...
        • Else - Actions
          • Set Imperial_Recruiter[(Player number of (Owner of (Killing unit)))] = (Imperial_Recruiter[(Player number of (Owner of (Killing unit)))] + 1)
          • Game - Display to (Player group((Owner of (Killing unit)))) for 5.00 seconds the text: ((String(Imperial_Recruiter[(Player number of (Owner of (Killing unit)))])) + |c000042FFGnolls|r killed.)
Trigger 3:
  • Recruiter hand in
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Target unit of issued order) Equal to Imperial Recruiter 0013 <gen>
      • Imperial_Recruiter[(Player number of (Owner of (Killing unit)))] Greater than or equal to 9
    • Actions
      • Set Imperial_Recruiter[(Player number of (Owner of (Ordered unit)))] = -2
      • Game - Display to (Player group((Owner of (Ordered unit)))) for 30.00 seconds the text: |c000042FFRecruiter...
This trigger works for player 1. When I test it with player 2, I can accept the quest and the second trigger tells me when I'm killed my required creature. However, it will not let me hand in the quest.

Imperial_Recruiter[] is an integer array of 5 (for 5 players)
 
Status
Not open for further replies.
Top