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Level 5
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Jun 10, 2010
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145
I am making a map but my map is big and easy to the player die so i like put checkpoints to the player don't need make all map again if he die.
 
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Level 12
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Mar 18, 2008
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How 'bout a simple enable trigger when unit enters region (checkpoint). Let the trigger resurrect the player's hero,etc. at checkpoint region.

Disable previous checkpoint triggers and enable new ones when unit enters future checkpoint regions. Got what I mean?
 
Level 5
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Jun 10, 2010
Messages
145
Its a good idea, but i like make checkpoints because in you idea the hero can kill few enimies and ressurrect, kill few enimies and ressurrect, kill few enimies and ressurrect, and finish the map.
 
Level 37
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  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Hashtable = (Last created hashtable)
  • Untitled Trigger 023
    • Events
      • Unit - A unit enters Region 000 <gen>
    • Conditions
    • Actions
      • Set point1 = (Load (Key checkpoint) of (Key (Triggering unit)) in Hashtable)
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Region 000 <gen>)
      • Hashtable - Save Handle Ofpoint1 as (Key checkpoint) of (Key (Triggering unit)) in Hashtable
  • Untitled Trigger 025
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set point1 = (Load (Key checkpoint) of (Key (Triggering unit)) in Hashtable)
      • Hero - Instantly revive (Triggering unit) at point1, Hide revival graphics

 
Level 5
Joined
Jun 10, 2010
Messages
145
first thanks for the help.
I make this triggers but i can't mke this one:
my trigger editor stop work
i don't know why
suggestions?
 

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Level 7
Joined
Nov 19, 2007
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253
This looks kinda ugly but this works.. just need some editing
  • Setting Checkpoint1
    • Events
      • Unit - A unit enters Checkpoint1 <gen>
    • Conditions
    • Actions
      • Set Checkpoint[1] = True
      • Set Checkpoint[2] = False
      • Set Checkpoint[3] = False
      • Set Checkpoint[4] = False
  • Setting Checkpoint2
    • Events
      • Unit - A unit enters Checkpoint2 <gen>
    • Conditions
    • Actions
      • Set Checkpoint[1] = False
      • Set Checkpoint[2] = True
      • Set Checkpoint[3] = False
      • Set Checkpoint[4] = False
You can make as many these triggers as you want..
  • Revive
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Checkpoint[1] Equal to True
        • Then - Actions
          • Hero - Instantly revive (Dying unit) at (Center of Checkpoint1 <gen>), Hide revival graphics
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Checkpoint[2] Equal to True
        • Then - Actions
          • Hero - Instantly revive (Dying unit) at (Center of Checkpoint2 <gen>), Hide revival graphics
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Checkpoint[3] Equal to True
        • Then - Actions
          • Hero - Instantly revive (Dying unit) at (Center of Checkpoint3 <gen>), Hide revival graphics
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Checkpoint[4] Equal to True
        • Then - Actions
          • Hero - Instantly revive (Dying unit) at (Center of Checkpoint4 <gen>), Hide revival graphics
        • Else - Actions
Btw Checkpoint is variable array
 
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