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[Trigger] Trigger Problems

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The 1st Trigger: Enabled/Initially On

  • Events
    • Unit - A unit enters City1 Mission <gen>
  • Conditions
    • (Bandit's Tent 0089 <gen> is dead) Equal to True
  • Actions
    • Trigger - Turn off (This trigger)
    • Quest - Display to (All players) the Quest Update message: |c00FEBA0EUrthar:|r...
    • Special Effect - Destroy Quest_Effect[2]
    • Wait 10.00 seconds
    • Trigger - Run Vanitys Force <gen> (checking conditions)
The 2nd Trigger: Enabled/Not Initially On

  • Events
    • Time - Elapsed game time is 1.00 seconds
  • Conditions
  • Actions
    • Trigger - Turn off (This trigger)
    • Destructible - Destroy Ruined Gate (Diagonal 1) 0818 <gen>
    • Unit - Pause all units
    • Player Group - Pick every player in Main_PlayerGroup and do (Actions)
      • Loop - Actions
        • Camera - Pan camera for (Picked player) to (Center of Our Allies Come In <gen>) over 1.00 seconds
    • Unit - Create 3 Footman for Player 5 (Yellow) at (Center of Vanitys Forces Debut <gen>) facing Default building facing degrees
    • Set Debut[1] = (Last created unit group)
    • Unit - Create 2 Rifleman for Player 5 (Yellow) at (Center of Vanitys Forces Debut <gen>) facing Default building facing degrees
    • Set Debut[2] = (Last created unit group)
    • Unit - Create 2 Knight for Player 5 (Yellow) at (Center of Vanitys Forces Debut <gen>) facing Default building facing degrees
    • Set Debut[3] = (Last created unit group)
    • Unit Group - Order Debut[1] to Move To (Center of Our Allies Come In <gen>)
    • Unit Group - Order Debut[2] to Move To (Center of Our Allies Come In <gen>)
    • Unit Group - Order Debut[3] to Move To (Center of Our Allies Come In <gen>)
    • Game - Display to (All players) for 5.00 seconds the text: |c00FFFC01Knight:|r...
    • Wait 5.00 seconds
    • Game - Display to (All players) for 5.00 seconds the text: |c00540081Urthar:|r...
    • Wait 3.00 seconds
    • Unit - Unpause all units
    • Unit Group - Order Debut[1] to Attack-Move To (Center of City1 Mission <gen>)
    • Unit Group - Order Debut[2] to Attack-Move To (Center of City1 Mission <gen>)
    • Unit Group - Order Debut[3] to Attack-Move To (Center of City1 Mission <gen>)
3rd Trigger: Enabled/Not Initially On

  • Events
    • Unit - A unit Dies
  • Conditions
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • And - All (Conditions) are true
          • Conditions
            • (Vanitys Force <gen> is on) Equal to True
            • (All units of Debut[1] are dead) Equal to True
            • (All units of Debut[2] are dead) Equal to True
            • (All units of Debut[3] are dead) Equal to True
      • Then - Actions
        • Trigger - Turn off (This trigger)
        • Quest - Display to (All players) the Quest Update message: |c00FEBA0EUrthar:|r...
        • Quest - Mark Quest_1 as Completed
        • Sound - Play GameFound <gen>
        • Game - Display to Main_PlayerGroup for 8.00 seconds the text: |c00FEBA0EEach play...
        • Player Group - Pick every player in Main_PlayerGroup and do (Actions)
          • Loop - Actions
            • Player - Add 750 to (Picked player) Current gold
      • Else - Actions
What I wanted to do is that when the 3 unit groups have died, the 3rd trigger will be enabled to check if the 3 groups are dead. If they are, the action will run. How will I do that?
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
You enable the third trigger before all units in the groups are dead. It will then check for unit deaths when as they die and run the actions when all groups are dead.

For efficiency consider having a single group to keep track of their numbers instead of checking 3 individual groups.
 
You enable the third trigger before all units in the groups are dead. It will then check for unit deaths when as they die and run the actions when all groups are dead.

For efficiency consider having a single group to keep track of their numbers instead of checking 3 individual groups.
I enabled it, but it doesn't run whenever the groups are dead. How can i use a single group for different units?
 
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