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Triggerer to hire

What is your trigger experience in World Editor?

  • Good overall knowledge.

    Votes: 0 0.0%

  • Total voters
    27
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Level 6
Joined
May 5, 2004
Messages
232
Alright, this title isn't really associated with what I will do :wink:

I am a lonely triggerer, currently with a light project, creating triggered spells for my good friend, Lonely.Wolf's new map. As soon as I finish those, I'll be able to explain all the things you want to know about triggers. I am currently making a Notepad file with all the trigger editor contains, but it won't be ready yet, as you can doubt, because it contains so much things that I'm not sure to finish it until December :?

Well then, I may be able to do:
-Light trigger-enhanced spells
-Multiple kinds of triggers for you guys' maps
-Answer your questions anytime on this topic
-Explain to you the basic Events\Conditions\Actions of the trigger editor, and the purpose of having this powerful tool.

That's just a taste of what I may be able to do once I'm finished with Wolf's map's spells. :)
But I will be able to answer anytime your questions about triggers that you post on this topic.
 
Level 4
Joined
Aug 31, 2004
Messages
106
Well, I think most of us can handle triggers pretty well ourselves (I'm not talking about the completely new people), but that thing you're working on could be a very useful addition to the tutorial section. Anyway, I'll remember your name if I have any questions concerning triggers in my
MASSIVE SINGLE-PLAYER RPG!
 
Level 13
Joined
May 5, 2004
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1,330
When you're finished, simply post on my unfinished trigger-tutorial (you know which), I think I'll replace my tutorial by yours (though I don't think I'll finish mine the next months/years)

Hm, questions for the tutorial...difficult.
I think you should integrate a description on variables (what are they? what do I need them for?) because it's one of the most frequently asked questions here.

GL & HF
 
Level 6
Joined
May 5, 2004
Messages
232
@DarkShadow: Yeah, variables are very much asked for a definition here. Especially by new people. But I was thinking, as I told you in your tutorial, about making a complete ReadMe file about everything you could find in the trigger editor, adding pictures and all. I'm not even close to the 1/6 of it, though I worked 2 full hours on it... Variables are a very long subject, and I am introducing as well the functions...

@birdofprey160: Thanks for support! :) Yeah, I have to finish Wolf's map yet, as I promised him. But I hope it won't take too long... I've about 50 trigger-enhanced spells to make :? But I'll deliver the trigger package :wink: Also, I don't think you're dumb with triggers, I'm trying to help people out with them.

I'll repeat it again, don't fear to post your questions, even if they are stupid... As you may think, but triggers are hard to understand for new people in World Editor.
 
Level 4
Joined
Aug 31, 2004
Messages
106
DragonSamurai thingy, do you also have experience with the "gameplay constants" thing? That would also be a useful thing to explain (a great deal of the fields in there are completely unintelligable to non-blizzard human beings.) I just want to know if I get stuck if I should ask you about those.
Then again, if those aren't really your specialty, I don't think I'll have too much trouble figuring them out for myself, so whatever.
 
Level 6
Joined
May 5, 2004
Messages
232
Game Constants are easy to understand. They change the game interface, such as the area in which the heroes gain experience (for example, in an area of maximum 1200, heroes will gain experience; below this area, they won't), icons used for gold, wood, food, etc. I'll include them, also.
 
Level 9
Joined
Sep 8, 2004
Messages
633
[DragonSS said:
amurai-X]Game Constants are easy to understand. They change the game interface, such as the area in which the heroes gain experience (for example, in an area of maximum 1200, heroes will gain experience; below this area, they won't), icons used for gold, wood, food, etc. I'll include them, also.

forgive me, but i'll have to correct you on that.
Gameplay Constants does not change the game interface, but all the data set at the start of every map. (such as hero xp gain, attack/armor damage ratio's, food limits)

Game interface is where you can change the following:
- All game-text warnings (such as: not enough gold!)
- All game-sound warnings (same as above)
- All game-general messages (Unable to target unit)
- All interface icons (dragonsamurai's example.)

I could have forgotten something, correct me if i did.
Dragonsamurai, i'm sorry to correct you, again, i mean no offense.
 
Level 2
Joined
Sep 11, 2004
Messages
15
Ok this is cool that you are making a readme, so much is really random, and doesnt make sense... i still dont understand some of the really odd values in the object editor...( for instance what is point value and priority) and i can make most anything in that :p (not that i have a big head:p)....but triggers is hard :p ... iam trying to make a Aoen type map, with triggered spells (in order to make more exciting... graphic changes only go so far in the object editor)...

can you tell me how to actually order a unit to cast an ability as an action, i am trying to just make a basic spell to start. based off impale,

soul fest

shoots a wave of souls which send smaller souls at nearby enemies...

so far i have the basic impale with damage and changed graphic, then i have a trigger:

Untitled Trigger 001
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Souls Feast
Actions
Unit - Create 4 Feasted__Soul for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing (270.0) degrees

the feasted_souls is a custom with no collision size and looks like a flaming skull which i gave a modified version of fan of knives,with a max of 5 targets. which i want them to activate as soon as they enter the game field.
( iam tryin to learn WEU triggers as apposed to regular WE as they are much more powerful i hear :p)...

2nd i have the this

Untitled Trigger 002
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Triggering unit)) Equal to Feasted__Soul
Actions
Unit - Order (Triggering unit) to Stop

but at the action i carnt find where i actually tell them to cast X ability.

and im still not sure as to how this will work i have a feeling the units will all spawn on top of eachother..when i want them to spawn in a line... and i still need a new action

wait X seconds. then remove the 4 festering souls.


also one more thing could you tell me how it works out experience,is it purely from the level of creeps, or is it in gameplay constants... or can i set say a footmen to give 10 xp and a grunt to give say 12?

thanks heaps in advance if you could help me out... i really want to get good at triggers... but i dont understand.... lol ... All stars will be like version 10 by the time my Aos is out :p
 
Level 4
Joined
Aug 31, 2004
Messages
106
I'm not talking about those fields, those I'm pretty sure I understand, but there are some complicated and important ones by the "Hero Exp Gained" section (I just figured out the "Hero Exp Required" section). All these freakin' factors and some of them are in percentages and some of them are in decimal and I'm not sure what they all do or mean.
 
Level 7
Joined
Mar 26, 2004
Messages
350
@ your poll: GUI: nearly professional knownledge
JASS: maybe advanced, but it's hard to judge yourself :wink:

so i'm sure won't need your explanations :wink:
 
Level 6
Joined
May 5, 2004
Messages
232
I'm sorry, again, if I did any offenses to anyone of you guys who are professional with trigger editor, I didn't mean to.

@Angelusz: How humiliating, correcting me twice! Those can be bothering, game constants and game interface.

@Jim_Skarrj: What a weird name you got... Never mind. As for your questions, maybe you should post it in the maps forum section, but I'll answer your questions anyways:

-Priority: It is the "rank" of the unit. Like, if it will be placed in first line of your army, etc. I don't know much about that, though. And I think it also means the selection scale: will it be selected in the first line (strong units) or in the back of your selection (hard to explain).
-For the spells, ask flyfightflea for assistance. He can make non-triggered and non JaSS-enhanced spells. And his spells still look great :p

Any... other questions?
 
Level 4
Joined
Aug 31, 2004
Messages
106
Don't apologize. Nothing you did offended anybody in anyway (at least not me). I commend you for volunteering your help to those less skilled than you. Some people on these forums get really pissed off at noobs who post here, which I find strange. This is a site to help those people get started, right? Anyway, You seem like a valuable person to have around. Some of the triggers I'm going to be working with are so complex I might pm you someday, so watch for it.
 
Level 9
Joined
Sep 8, 2004
Messages
633
jim_skarjj, it's all about logic.

You said you gave the skulls an ability based off fan of knifes.
In the order strings, only used abilities are set.
So if your ability is based off fan of knifes, it usese the same activation string.

So in the trigger:

Event:
Unit - a unit enters (playable map area)

Conditions:
Unit - unit type of (entering unit) is = (skull)

Actions:
wait 0.5 seconds
Unit - issue order with no target - issue order (night elf - Fan of knifes)


That would theoretically be the trigger, but i'm not sure since i did that from the back of my head.
If fan of knifes doesn't work, try another ability, or edit the fan of knifes ability itself, instead of copying it.

Goodluck!
 
Level 6
Joined
May 5, 2004
Messages
232
Thanks for the support, guys! :)

As for the tree respawn, try putting the trees as immobile, invulnerable units, then, set a variable named DeadTreesCount, as a real. When a unit of type Tree (suppose we've named the tree unit like this) dies, set DeadTreesCount to +1. After a certain period of time, create a number of trees in the area where the trees where, depending of DeadTreesCount. that should work.
 
Level 6
Joined
May 5, 2004
Messages
232
I've been working lately on my new website I created the 2nd of November on that trigger editor stuff. Taking pictures, implementing them, etc. It takes long, and I've other stuff to do, but take a look if you wish, [www.freewebs.com/novacraft] It isn't really good, I admit, my first website, trying to get a bit of experience wiht HTML. You can create one for free with [www.freewebs.com]. Give it a try!
 
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