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[Trigger] Team Elimination Quest

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Level 10
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I assume it covers when Brown leaves the game, and when Brown is given a Defeat order by another trigger (If using melee map settings, then this would be when all of Browns buildings are destroyed).

For what you want, you could use a trigger that fires when a unit/building of Browns is killed/cancelled/sacrificed/removed, and put a check for how many units Brown has in the conditions.
 
Level 10
Joined
Mar 31, 2009
Messages
732
Try this:

  • Untitled Trigger 001
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
      • Unit - A unit owned by Player 12 (Brown) Changes owner
      • Unit - A unit owned by Player 12 (Brown) Cancels construction
      • Unit - A unit owned by Player 12 (Brown) Sells a unit
    • Conditions
      • (Count non-structure units controlled by Player 12 (Brown) (Include incomplete units)) Equal to 0
      • (Count structures controlled by Player 12 (Brown) (Include incomplete structures)) Equal to 0
    • Actions
 
Level 19
Joined
Sep 14, 2007
Messages
1,538
joinminus.gif
cond.gif
Conditions

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(Count non-structure units controlled by Player 12 (Brown) (Include incomplete units)) Equal to 0
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(Count structures controlled by Player 12 (Brown) (Include incomplete structures)) Equal to 0

As stated in my other thread I'm having trouble finding where this is located, please let me know.
 
Level 19
Joined
Sep 14, 2007
Messages
1,538
  • Explore
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Quest - Create a Required quest titled Scowering the Land with the description Explore the area ne..., using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
      • Set Centaurr = (Last created quest)
      • Quest - Enable (Last created quest)
      • Quest - Mark (Last created quest) as Discovered
  • Explore Complete
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
      • Unit - A unit owned by Player 12 (Brown) Sells a unit
      • Unit - A unit owned by Player 12 (Brown) Cancels construction
      • Unit - A unit owned by Player 12 (Brown) Changes owner
    • Conditions
      • (Count structures controlled by Player 12 (Brown) (Include incomplete structures)) Equal to 0
      • (Count non-structure units controlled by Player 12 (Brown) (Include incomplete units)) Equal to 0
    • Actions
      • Set Centaurr = (Last created quest)
      • Quest - Mark (Last created quest) as Completed
 
Level 5
Joined
Aug 7, 2007
Messages
117
  • Explore
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Quest - Create a Required quest titled Scowering the Land with the description Explore the area ne..., using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
      • Set Centaurr = (Last created quest)
      • Quest - Enable (Last created quest)
      • Quest - Mark (Last created quest) as Discovered
This appears fine.


  • Explore Complete
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
      • Unit - A unit owned by Player 12 (Brown) Sells a unit
      • Unit - A unit owned by Player 12 (Brown) Cancels construction
      • Unit - A unit owned by Player 12 (Brown) Changes owner
    • Conditions
      • (Count structures controlled by Player 12 (Brown) (Include incomplete structures)) Equal to 0
      • (Count non-structure units controlled by Player 12 (Brown) (Include incomplete units)) Equal to 0
    • Actions
      • Set Centaurr = (Last created quest)
      • Quest - Mark (Last created quest) as Completed
HERE is your problem. In the first part, you set Centaurr the last created quest, which is the quest "Scowering the Land"
In this second one, you are reseting Centaurr to whatever the last created quest was, which could just as easily be your "Commands" quest or anything else. Then you are marking THAT as completed.

You probably should add something else too
You should "turn off" this quest once it is run, and you should create a "fallback" event. Something that is checked every 5 minutes, for example.


  • [Trigger]
  • Explore
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Quest - Create a Required quest titled Scowering the Land with the description Explore the area ne..., using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
      • Set Centaurr = (Last created quest)
  • Explore Complete
    • Events
      • Time - Every 300.00 seconds of game time
      • Unit - A unit owned by Player 12 (Brown) Dies
      • Unit - A unit owned by Player 12 (Brown) Sells a unit
      • Unit - A unit owned by Player 12 (Brown) Cancels construction
      • Unit - A unit owned by Player 12 (Brown) Changes owner
    • Conditions
      • (Count structures controlled by Player 12 (Brown) (Include incomplete structures)) Equal to 0
      • (Count non-structure units controlled by Player 12 (Brown) (Include incomplete units)) Equal to 0
    • Actions
      • Quest - Mark Centaurr as Completed
      • Trigger - Turn off (This trigger)
 
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