- Joined
- Dec 22, 2007
- Messages
- 103
I'm aware of my ineptitude at triggering, so optimization would be
appreciated. In my campaign I have revenants that spawn souls upon death,
which fly back to their bodies once freed. I have made 3 of these so far, but
the first 2 have issues and the 3rd doesn't run at all. I would suggest you
open up the campaign to view the problem, but heres the layout of the first
instance, which runs at an almost acceptable level.
for unknown reasons and the text shown doesn't match the one in the
trigger. Running the mission would give you a better understanding I'm Sure.
I'm currently working on Garthang_02.5, or Saving Orlidon in game.
appreciated. In my campaign I have revenants that spawn souls upon death,
which fly back to their bodies once freed. I have made 3 of these so far, but
the first 2 have issues and the 3rd doesn't run at all. I would suggest you
open up the campaign to view the problem, but heres the layout of the first
instance, which runs at an almost acceptable level.
-
Events
- Unit - Soul Warder (Frost) 0053 <gen> Dies
-
Conditions
- ((This trigger) is on) Equal to True
-
Actions
- Trigger - Turn off (This trigger)
- Unit - Create 1 Soul (Standard) for Player 4 (Purple) at (Position of (Triggering unit)) facing Default building facing degrees
- Set Soul1 = (Last created unit)
- Wait 1.00 seconds
- Unit - Order Soul1 to Attack Prisoner (Corrupted) 0005 <gen>
-
Events
- Unit - Prisoner (Corrupted) 0005 <gen> Dies
-
Conditions
- ((This trigger) is on) Equal to True
-
Actions
- Trigger - Turn off (This trigger)
- Unit - Kill Soul1
- Unit - Move Resident01 instantly to (Position of (Triggering unit)), facing (Facing of (Triggering unit)) degrees
- Trigger - Turn on Resident 01 <gen>
-
Events
- Unit - A unit comes within 600.00 of Resident (Male) 0092 <gen>
-
Conditions
- ((This trigger) is on) Equal to True
- (Triggering unit) Equal to Darium
-
Actions
- Trigger - Turn off (This trigger)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Cell02 <gen> contains Resident01) Equal to True
- Cell02Gate Equal to False
-
Then - Actions
- Game - Display to APG1 the text: |cffffcc00Resident:...
- Cinematic - Ping minimap for APG1 at (Position of Resident01) for 3.00 seconds
- Wait until (Cell02Gate Equal to True), checking every 0.10 seconds
- Unit - Order Resident01 to Move To (Center of Resident01 <gen>)
- Wait until ((Resident01 <gen> contains Resident01) Equal to True), checking every 0.10 seconds
- Unit - Make Resident01 face 0.00 over 0.50 seconds
- Item - Create Tome of Agility at ((Position of Resident01) offset by (25.00, 0.00))
- Set TomeofAgility = (Last created item)
-
Else - Actions
- Do nothing
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Cell02 <gen> contains Resident01) Equal to True
- Cell02Gate Equal to True
-
Then - Actions
- Game - Display to APG1 the text: |cffffcc00Resident:...
- Cinematic - Ping minimap for APG1 at (Position of Resident01) for 1.00 seconds
- Unit - Order Resident01 to Move To (Center of Resident01 <gen>)
- Wait until ((Resident01 <gen> contains Resident01) Equal to True), checking every 0.10 seconds
- Unit - Make Resident01 face 0.00 over 0.50 seconds
- Item - Create Tome of Agility at ((Position of Resident01) offset by (25.00, 0.00))
- Set TomeofAgility = (Last created item)
-
Else - Actions
- Do nothing
-
Events
- Unit - A unit Acquires an item
-
Conditions
- ((This trigger) is on) Equal to True
- (Triggering unit) Equal to Darium
- (Item being manipulated) Equal to TomeofAgility
-
Actions
- Trigger - Turn off (This trigger)
- Game - Display to APG1 the text: |cffffcc00Resident:...
- Unit - Order Resident01 to Move To (Center of ShrineExit <gen>)
- Wait until ((ShrineExit <gen> contains Resident01) Equal to True), checking every 0.10 seconds
- Unit - Remove Resident (Male) 0092 <gen> from the game
- Special Effect - Create a special effect at (Center of ShrineExit <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
- Set SFX17 = (Last created special effect)
- Wait 1.00 seconds
- Special Effect - Destroy SFX17
for unknown reasons and the text shown doesn't match the one in the
trigger. Running the mission would give you a better understanding I'm Sure.
I'm currently working on Garthang_02.5, or Saving Orlidon in game.
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