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Stargate Dialing Triggers not working PLS Help

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Level 3
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Sep 28, 2011
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19
I work on stargate rpg/strategy map, but gate triggers not function :vw_wtf:

Teleportation is ok, i have problem with symbol input sequence.

  • Hydra Glyph Chulak (1st Glyph)
    • Events
      • Unit - A unit Ability being cast
    • Conditions
      • ((Triggering unit) Equal to DHD 0001 <gen>) or (((Triggering unit) Equals DHD 0006 <gen>) or (((Triggering unit) Equals DHD 0008 <gen>) or (((Triggering unit) Equals DHD 0010 <gen>) or ((Triggering unit) Equals DHD 0012 <gen>))))
      • (Ability being cast) Equals 3Hydra Glyph
      • Actions
        • Trigger - Turn on Aquarius Glyph Chulak <gen>
        • Trigger - Turn off (This trigger)
First Glyph of adress glyphs combination, is on at start, each of the next one turn on next glyph and turn off it self.

  • Orion Glyph Chulak (6th Glyph)
    • Events
      • Unit - A unit Ability being cast
    • Conditions
      • ((Triggering unit) Equals DHD 0001 <gen>) or (((Triggering unit) Equals DHD 0006 <gen>) or (((Triggering unit) Equals DHD 0008 <gen>) or (((Triggering unit) Equals DHD 0010 <gen>) or ((Triggering unit) Equals DHD 0012 <gen>))))
      • (Ability being cast) Equals 6Orion Glyph
    • Actions
      • Trigger - Turn on Triangulum Glyph Chulak <gen>
      • Trigger - Turn off (This trigger)
But wrong is that pre-last switch turn on automaticly final switch, i do not understand it, i need activate wormhole with last symbol.

  • Triangulum Glyph Chulak (7th Glyph)
    • Events
      • Unit - A unit Ability being cast
    • Conditions
      • ((Triggering unit) Equals DHD 0001 <gen>) or (((Triggering unit) Equals DHD 0006 <gen>) or (((Triggering unit) Equals DHD 0008 <gen>) or (((Triggering unit) Equals DHD 0010 <gen>) or ((Triggering unit) Equals DHD 0012 <gen>))))
      • (Ability being cast) Equals Triangulum Glyph Chulak
    • Actions
      • Trigger - Turn on EARTH dialing CHULAK <gen>
      • Trigger - Turn off (This trigger)
  • EARTH dialing CHULAK ( Wormhole + Sounds + Teleporting triggers on/off)
    • Events
      • Unit - A unit Ability being cast
    • Conditions
      • (Triggering unit) Equals DHD 0001 <gen>
      • (Ability being cast) Equals Triangulum Glyph
    • Actions
      • Trigger - Turn off ABYDOS dialing CHULAK <gen>
      • Trigger - Turn off REPLIKATORS dialing CHULAK <gen>
      • Trigger - Turn off HALLA dialing CHULAK <gen>
      • Trigger - Turn off P3X797 dialing CHULAK <gen>
      • Sound - Play Gate_Open_1 <gen> at 100.00% volume, attached to Stargate 0000 <gen>
      • Sound - Play Gate_Open_1 <gen> at 100.00% volume, attached to Stargate 0009 <gen>
      • Wait 1.00 game-time seconds
      • Animation - Play Stargate 0000 <gen>'s Morph animation
      • Animation - Play Stargate 0009 <gen>'s Morph animation
      • Wait 2.00 game-time seconds
      • Trigger - Turn on EARTH stargate CHULAK <gen>
      • Animation - Play Stargate 0009 <gen>'s Stand Alternate animation
      • Animation - Play Stargate 0000 <gen>'s Stand Alternate animation
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0009 <gen>
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0000 <gen>
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0009 <gen>
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0000 <gen>
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0009 <gen>
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0000 <gen>
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0009 <gen>
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0000 <gen>
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0009 <gen>
      • Sound - Play Event_Horizon_Sound_1 <gen> at 100.00% volume, attached to Stargate 0000 <gen>
      • Sound - Play Gate_Close_1 <gen> at 100.00% volume, attached to Stargate 0000 <gen>
      • Sound - Play Gate_Close_1 <gen> at 100.00% volume, attached to Stargate 0009 <gen>
      • Animation - Play Stargate 0000 <gen>'s Morph Alternate animation
      • Animation - Play Stargate 0009 <gen>'s Morph Alternate animation
      • Trigger - Turn off EARTH stargate CHULAK <gen>
      • Trigger - Play Stargate 0009 <gen>'s Stand animation
      • Animation - Play Stargate 0000 <gen>'s Stand animation
      • Trigger - Turn off EARTH dialing CHULAK <gen>
      • Trigger - Turn on Hydra Glyph Chulak <gen>
      • Trigger - Turn off (This trigger)
Its very hard combine so many rules, with 6 gates, its so many directions , any advice?

(something bad with put on/off the triggers ?)

Its very hard for me, any idea for an easy solution?

Thanks for your answers !!!!!!!!!!!!!!!! :goblin_good_job:

CORRECTED
 
Last edited:
Level 20
Joined
Jul 14, 2011
Messages
3,213
First of all: HiveWorkshop has an integrated 'plugin' to paste triggers.

You can click on the name of the trigger (In the Event-Conditions-Action screen), Right Click and select 'Copy as Text'. Then you can write
JASS:
[TRIGGER]
PAST THE TEXT HERE
[/TRIGGER]

And it will display like this
  • Trigger :)
The triggers has a lot of stuff. A lot of animations and sounds and everything... Maybe try to give a better explanation of what you want and someone around could give you a better / easier / lighter / generic way to do what you want. I can also see that you have a loot of triggers like this one...
 
Level 3
Joined
Sep 28, 2011
Messages
19
Ok I understand,

My Priority is create trigger for summon the wormhole when player press specific abillity buttons in a row. Just dial adress with symbol combination, why trigges i can use for this ?
 
Level 20
Joined
Jul 14, 2011
Messages
3,213
@Maker: Thanks, I looked for that for a while, but never found the way xD

@Witmen: "why trigges i can use for this ?" = Which triggers I can use for this?
I THINK you could use 2 integers.

I was thinking about giving each ability an integer value, and do the actions when the sum of it = to specific value, but it wouldn't recognize the casting order.

@ronojales: That's what I think he wants.
 
Level 8
Joined
Jan 8, 2010
Messages
493
it's better if you save a variable to the sequence of buttons that are pressed, similar to Kael (of DoTA's) Quas, Wex and E-- .. (Ex??) sequences.
a sample would be (but i'm sure there are better options, just a basic idea)

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • Or - Any (Conditions) are true
    • Conditions
      • (Ability being cast) Equal to Button 1
      • (Ability being cast) Equal to Button 2
      • (Ability being cast) Equal to Button 3
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Sequence[1] Equal to 0
      • Then - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Ability being cast) Equal to Button 1
          • Then - Actions
            • Set Sequence[1] = 1
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Ability being cast) Equal to Button 2
          • Then - Actions
            • Set Sequence[1] = 2
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Ability being cast) Equal to Button 3
          • Then - Actions
            • Set Sequence[1] = 3
          • Else - Actions
      • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Sequence[2] Equal to 0
          • Then - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Ability being cast) Equal to Button 1
              • Then - Actions
                • Set Sequence[2] = 1
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Ability being cast) Equal to Button 2
              • Then - Actions
                • Set Sequence[2] = 2
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Ability being cast) Equal to Button 3
              • Then - Actions
                • Set Sequence[2] = 3
              • Else - Actions
          • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Sequence[3] Equal to 0
              • Then - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Ability being cast) Equal to Button 1
                  • Then - Actions
                    • Set Sequence[3] = 1
                  • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Ability being cast) Equal to Button 2
                  • Then - Actions
                    • Set Sequence[3] = 2
                  • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Ability being cast) Equal to Button3
                  • Then - Actions
                    • Set Sequence[3] = 3
                  • Else - Actions
              • Else - Actions


where Buttons 1, 2 and 3 are the buttons "pressed". Sequence is an arrayed integer variable. this first checks if Sequence[1] (the first button) is equal to 0, thus the first button pressed will be saved to Sequence[1]. if it is not equal to 0, therefore a first button is already pressed, and will move to Sequence[2], until all Sequence[1-3] have values other than 0. then this next trigger will open a wormhole according to the sequence of buttons pressed


  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to ActivateGate
    • Sequence[1] Not equal to 0
    • Sequence[2] Not equal to 0
    • Sequence[3] Not equal to 0
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Sequence[1] Equal to 1
        • Sequence[2] Equal to 1
        • Sequence[3] Equal to 1
      • Then - Actions
        • Set Point = Center of Region
        • Unit - Create 1 Wormhole for Player 1 (Red) at Point facing Default building facing degrees
        • Custom script: call RemoveLocation(udg_Point)
        • Set Sequence[1] = 0
        • Set Sequence[2] = 0
        • Set Sequence[3] = 0
      • Else - Actions


..this is assuming that the Wormhole is a unit like a Way Gate, and the combination of buttons pressed are Button 1, Button 1 and Button 1 again. you have to create many if-then-else's for different combinations.
 
Level 3
Joined
Sep 28, 2011
Messages
19
Thanks a lot ronojales !!! :ogre_love:

I will try it with that pattern ...

Spartipilo Thanx for lesson, i made ​​a mistake, I Bohemia, my english is basic, google translator helps :goblin_cry:
 
Level 3
Joined
Sep 28, 2011
Messages
19
I give up :) seven glyphs combination traveling is very hard to make for me. I choose easiest way to solve it, just one symbol to run dialing sequence on each planet, six planets. one DHD on each - five symbols.

Watch this : :goblin_jawdrop:

http://youtu.be/-7j33J_RBNk

:vw_wtf:
 
Level 3
Joined
Sep 28, 2011
Messages
19
:) Which idea ? with seven glyphs or with five predefined (total six) sequences ? to first option i can say : i am not programer :) and i have very small experiences with editor for that :(

I can not hope that someone will help me with some complicated like that, it cost a lot of time. I must stay by this easier way like it is in video .....

it's a shame, a great idea but not knowledge to prove it
 
Level 20
Joined
Jul 14, 2011
Messages
3,213
Why don't you post it in Request section? I got an awesome complicated system there :) There's a Single Map Campaign (I forgot the name, I think it's hosted by THW) that uses Sequence of skill to charge a Bonus Skill.

Another way: You could PM some more experienced players... Knock the doors :)
 
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