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Some tiggers please?

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Hello all.First I want to tell you that I am a beginner of making maps.
Everything is ok but,when I reach to the Tiggers part,well,I get pwned by those tiggers.I want some Tiggers for Monolith map.

Can someone tell me how to make those tiggers?
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Undeads can start whit two Haunted Mines and Night Elfs whit two Tree of Life whit two Entangle Mines?
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And for the 8 players version :
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Some players can see an area of the map but the others no.
The Monolith players have a system to chose theyr races same like the map Jurrasick Park dificulty.


Thanks all for reading :goblin_yeah:

P.S. I nearly forgot,I also need a tigger to change the weather from sun to rain,wind,moonlight etc and another one to give resources to some players in different amount and the last,how I protect the map?
 
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Level 7
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for your first triggers

here, you want something like this for your gold mines, you have to manually select the gold mines though.....
 

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Level 2
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here, you want something like this for your gold mines, you have to manually select the gold mines though.....

I tryed whit the Haunted Mine is working,is working a little too more.The mines are Neutral and the Undead player can't get gold from them.
 
  • SetStartOwner
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Set tempGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Haunted Gold Mine))
          • Set tempGroup2 = (Units within 800.00 of ((Picked player) start location) matching (((Matching unit) is in tempGroup) Equal to True))
          • Unit Group - Pick every unit in tempGroup2 and do (Actions)
            • Loop - Actions
              • Unit - Change ownership of (Picked unit) to (Picked player) and Change color
          • Custom script: call DestroyGroup (udg_tempGroup)
          • Custom script: call DestroyGroup (udg_tempGroup2)
This is set up to make leaking minimal, however, since this trigger will only be running once, and will probably only be run on a dozen units at most, you would probably be safe to just not include the custom script which prevents leaks, as the leaks will be minimal, and the extra lines of script would only be efficient when preventing the leaks of hundreds of units.
Anyways, enjoy, I'm probably going to post this as a system :D
 
Level 2
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  • SetStartOwner
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Set tempGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Haunted Gold Mine))
          • Set tempGroup2 = (Units within 800.00 of ((Picked player) start location) matching (((Matching unit) is in tempGroup) Equal to True))
          • Unit Group - Pick every unit in tempGroup2 and do (Actions)
            • Loop - Actions
              • Unit - Change ownership of (Picked unit) to (Picked player) and Change color
          • Custom script: call DestroyGroup (udg_tempGroup)
          • Custom script: call DestroyGroup (udg_tempGroup2)
This is set up to make leaking minimal, however, since this trigger will only be running once, and will probably only be run on a dozen units at most, you would probably be safe to just not include the custom script which prevents leaks, as the leaks will be minimal, and the extra lines of script would only be efficient when preventing the leaks of hundreds of units.
Anyways, enjoy, I'm probably going to post this as a system :D

Thanks,I will tell you tomorrow if is working,now I go to sleep.
 
This is set up to make leaking minimal, however, since this trigger will only be running once, and will probably only be run on a dozen units at most, you would probably be safe to just not include the custom script which prevents leaks, as the leaks will be minimal, and the extra lines of script would only be efficient when preventing the leaks of hundreds of units.
Anyways, enjoy, I'm probably going to post this as a system :D

No matter how little the leaks are, you should always remove them.
That was one simple trigger, and yet it can cause 24 leaks.
24 group leaks is equivalent to about 240 KB of your memory.

Memory is valueble. Even something as little as 250 KB can have an impact.
The trigger alone may not need you to remove the leaks THAT much, but in a map, it's going to be one of at least 250 other triggers. If you don't remove the leaks, even if every single one were to be as simple as this, that would amass 62.5 MB of memory.
That's alot of memory!

I know most of us have awesome pcs with at least 3-4 GB of memory, but other computers that have 512 MB of memory would EXPLODE due to the lag.

512 MB RAM
480 MB RAM USABLE - About 100 to 300 MB in use (The system uses about half the memory for it's system functions)

==> 180 MB WITHOUT Warcraft III running

With WC3 running ==> 160 MB (Estimated - Doesn't affect result)

While Playing an average TD without removing leaks
==> 64 locations per 30 second interval (Average) ==> 800 KB RAM
==> 16 group leaks per 30 second interval (Average) ==> 168 KB RAM

About 1 MB of memory per 30 seconds + 1 MB for any other special effects, lightnings, floating texts for custom bounty (like in drol's TD)...

60 minute game

===> 240 MB memory needed

====> DEAD PC

----------------
Correction: Some TDs can amass over 3 GB of memory. I have 4 GB, but i experienced a fatal error due to insufficient memory, indicating the amount of leaks.
Leaks ALWAYS must be removed no matter how small.
 
By the way, I actually posted the wrong trigger, hold on. This one is actually slightly more simple.
  • Set tempGroup = (Units of type Haunted Gold Mine)
  • Player Group - Pick every player in (All players) and do (Actions)
    • Loop - Actions
      • Set tempGroup2 = (Units within 800.00 of ((Picked player) start location) matching (((Matching unit) is in tempGroup) Equal to True))
      • Unit Group - Pick every unit in tempGroup2 and do (Actions)
        • Loop - Actions
          • Unit - Change ownership of (Picked unit) to (Picked player) and Change color
      • Custom script: call DestroyGroup (udg_tempGroup2)
  • Custom script: call DestroyGroup (udg_tempGroup)
And, it does not have 24 leaks. Since he is making some sort of Monolith map, there will only be 8 players in the game (1 mine to change for each undead player, and not all 8 players are undead)
Not to mention, it already does remove the unit group leaks, so those particular leaks won't be a problem...
 
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Level 2
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Well the good guys will have in team 4 undeads.A player have two gold mines and the player start locations are not fixed.
 
Last edited:
Level 2
Joined
Mar 26, 2011
Messages
9
By the way, I actually posted the wrong trigger, hold on. This one is actually slightly more simple.
  • Set tempGroup = (Units of type Haunted Gold Mine)
  • Player Group - Pick every player in (All players) and do (Actions)
    • Loop - Actions
      • Set tempGroup2 = (Units within 800.00 of ((Picked player) start location) matching (((Matching unit) is in tempGroup) Equal to True))
      • Unit Group - Pick every unit in tempGroup2 and do (Actions)
        • Loop - Actions
          • Unit - Change ownership of (Picked unit) to (Picked player) and Change color
  • Custom script: call DestroyGroup (udg_tempGroup)
  • Custom script: call DestroyGroup (udg_tempGroup2)
And, it does not have 24 leaks. Since he is making some sort of Monolith map, there will only be 8 players in the game (1 mine to change for each undead player, and not all 8 players are undead)
Not to mention, it already does remove the unit group leaks, so those particular leaks won't be a problem...

I can't understand , where is the Event,Condition and at the Action how is it?
 
Level 2
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I can't make this tigger : Set tempGroup2 = (Units within 800.00 of ((Picked player) start location) matching (((Matching unit) is in tempGroup) Equal to True))
 
You have to make a second variable for tempgroup2.
And, Maker, the order of the actions in the post isn't quite the same, because keep in mind, in the post it's just organized text, rather than the actual actions. I typed this stuff up. I'll move them around, I suppose. It's just that sometimes I'm too lazy to put in the correct amount of spaces for it to organize it in the right sections. I think I forgot to put the extra 5 spaces in, so it went into the wrong part >.<
 
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You have to make a second variable for tempgroup2.
And, Maker, the order of the actions in the post isn't quite the same, because keep in mind, in the post it's just organized text, rather than the actual actions. I typed this stuff up. I'll move them around, I suppose. It's just that sometimes I'm too lazy to put in the correct amount of spaces for it to organize it in the right sections. I think I forgot to put the extra 5 spaces in, so it went into the wrong part >.<

... can you make it please?
 
What do you mean, can I make it? I don't have your map. I already made all of the script that you would need in my triggers.
Creating the variables is your job, you don't create a variable inside of a trigger, all you do in the trigger is SET the variable.
Basically your tempgroups need to be a unit group variable. You open the variable list and create a new Unit Group Variable called tempGroup2...
 
Lol, I don't see the point of uploading a map for a trigger that takes 2 minutes to make. He could have been using this trigger 2 days ago when I made it, it's very easy to make...
But okay, I'll pastebin a map... I'm not at my house at the moment so I'll have to recreate the trigger.
http://www.hiveworkshop.com/forums/pastebin.php?id=q0fluv
 
Level 2
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Lol, I don't see the point of uploading a map for a trigger that takes 2 minutes to make. He could have been using this trigger 2 days ago when I made it, it's very easy to make...
But okay, I'll pastebin a map... I'm not at my house at the moment so I'll have to recreate the trigger.
http://www.hiveworkshop.com/forums/pastebin.php?id=q0fluv

Take me easy,I am new at creating maps and tiggers.

Edited : The tigger is not working so good.You can see the problems in the ss.

All 4 ppls are UD.An ally haunted mine in my base http://img847.imageshack.us/i/51947981.png/
All 4 players are undead,my mine is in my ally base.http://img577.imageshack.us/i/66710269.png/
Here when I was alone http://img202.imageshack.us/i/78678777.png/
The tigger http://img585.imageshack.us/i/58433692.png/
 
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