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Triggers?

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Can someone explain to me WHAT THE F@$% is with all the GUI and Jass and all this trigger crap im trying to learn a few things by reading it and it doesnt help that i dont know what the hell all the tech speak is im trying to teach myself alot of things but ive gotta start somewhere but i need to understand what im starting if im ever gonna get anywhere with mapping... 'scuse the language:eekani:
 
So what kind of reply are you expecting? Someone to type up an entire tutorial on mapping that you will understand?

Just read the tutorials but more importantly just experiment. I dont understand what is so hard about GUI. It's all in english unlike JASS, maybe you should try opening some simple maps and looking at them.
 
hmm you cant learn basics with tutorials it is posible but I dont suggest hmm try to make a trigger yourself or look at an example
My suggestion try to make a trigger create a unit and order it to move
A trigger Example
  • Untitled Trigger 001
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Unit - Order (Last created unit) to Move To (Point(5.00, 9.00))
This trigger will create a footman for Red in center of map and order it to move (5,9) point when 5 seconds passed after game start
 
GUI "triggers": When you open up the trigger editor, all the little pictures and sentences.

JASS: Map script, very close to being a programming language. (though it's really a scripting language)

Gee, I wonder which one Poot thinks is superior. All the little pictures... you make GUI sound like a pop-up book.


Best way to learn triggering is to understand the base basics. GUI stands for Graphical User Iterface, which means the window that pops up when you click the "a" button.

There you will find one trigger, called Melee Initialization. This has 6(?) built-in triggers that start a melee game up. Don't worry about them.

Make a new trigger. You will find Events, Conditions and Actions

Events are the catalyst of triggers. They are what starts it. Events are very important. There are lots of different events to choose from. An example of an event is...
  • First Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
This Event runs the trigger every time any unit is attacked. If a unit is attacked, in any form, ever, this trigger will run. Quite broad, but that's only the start.

Conditions are boundries that either stop or allow a trigger to be run. Conditions narrow down events to specific things...like...
  • First Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Footman
    • Actions
I put a Unit-Type condition on the event. Now, this trigger will only run when the attacking unit is a Footman.

Actions are what the trigger does. Does it explode a unit, create a special effect, display a message...and so on. I'll add a simple action to this trigger.
  • First Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Footman
    • Actions
      • Unit - Explode (Attacked unit)
This is a Unit action. It will Explode[/i] the attacked unit into pieces.

However, if the attacking unit is NOT a footman, NOTHING WILL HAPPEN. The trigger does nothing.

Triggers are more complex than this, but it's a good start.
 
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