- Joined
- Dec 10, 2007
- Messages
- 65
Hi, im working on a map at the moment called: Escape from colditz. Im having problems with a trigger that involves a gaurd chasing a prisoner in a Guard uniform for a pass. If a prisoner (guard uniform) runs away, the guard will attempt to kill him (after a certain wait period). But if the guard catches the prisoner (gaurd uniform) he orders him to hand over a pass. The problem comes that this requires two triggers to fire, one to detect a prisoner gaurd in a large radius, and the other one to detect a prisoner gaurd in a small radius. I will post up the two triggers to make this a little more clearer. Any help would be appreciated. (done in the gui trigger, not jass sorry.)
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guard uniform pass
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Events:
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Unit - A unit comes within 700.00 of Nazi Guard (rifle) 0061<gen>
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Conditions:
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((Triggering player) controller) Not equal to (Neutral Passive controller)
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(Unit-type of (Triggering unit)) Equal to Nazi Guard (No Rifle)
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Actions:
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Set guardPost = (Position of Nazi Guard (Rifle) 0061<gen>)
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Unit - Order Nazi Guard (Rifle) 0061<gen> to Move To (Position of (Triggering unit))
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Wait 10.00 seconds
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If(all Conditions are True) then do (Then Actions) else do (else actions)
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If - Conditions:
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(Take Pass or DIE<gen> is queued) Equal to True
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Then - Actions
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Skip remaining actions
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Else - Actions
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Unit - Order Nazi Guard (Rifle) 0061<gen> to Attack (Triggering unit)
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Game - Display to (All Players) the text: kill
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Take Pass or DIE
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Events:
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Unit - A unit comes within 100.00 of Nazi Guard (Rifle) 0061<gen>
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Conditions:
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(Unit-type of (Triggering unit)) Equal to Nazi Guard (No Rifle)
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Actions:
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Unit - Order Nazi Guard (Rifle) 0061<gen> to Stop
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Trigger - Turn off guard uniform pass <gen>
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Wait 0.02 seconds
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Trigger - Remove guard uniform pass <gen> from the trigger queue
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Wait 0.02 seconds
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Trigger - Clear all pending triggers from the trigger queue
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Wait 0.02 seconds
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Game - Display to Player Group - Player 1 (Red) the text: Guard: Hand over your pass
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Sound - Play ArrangedTeamInvitation<gen>
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Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
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Wait 0.02 seconds
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Selection - Select (Triggering unit)
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Wait 0.02 seconds
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Unit - Order (Triggering Unit) to Stop
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Wait 1.50 seconds
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Unit - Make (Triggering unit) face Nazi Guard (Rifle) 0061<gen> over 1.50 seconds
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Wait 1.50 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Item Carried by (Triggering unit) of type Pass) is owned) Equal to True
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Then - Actions
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Item - Set charges remaining in (Item carried by (Triggering unit) of type Pass) to ((Charges remaining in (Item carried by (Triggering unit) of type Pass)) - 1)
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Wait 0.00 seconds
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Game - Display to Player Group - Player 1 (Red) the text: You have been ordered to hand over a pass
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Wait 0.00 seconds
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Sound - Play QuestCompleted<gen>
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Wait - 1.50 seconds
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Unit - Order Nazi Guard (Rifle) 0061 <gen> to Move to guardPost
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Wait 1.00 seconds
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Unit - Change ownership of (Triggering unit) to Player 1 (Red) and Retain color
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Wait 0.02 seconds
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Selection - select (Triggering unit)
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Wait 0.02 seconds
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Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
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Wait 10.00 seconds
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Trigger - Turn on guard uniform pass <gen>
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Else - Actions:
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Game - Display to Player Group - Player 1 (Red) the text: You have been caught without a pass, you have been sent to solitary confinement.
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Wait 0.00 seconds
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Sound - Play QuestFailed<gen>
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Wait 1.50 seconds
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Sound - Play BattleNetDoorsStereo2 <gen>
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Wait 1.50 seconds
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