- Joined
- May 21, 2011
- Messages
- 31
I'm an experienced wc3 map maker, especially with the trigger editor (Even though I get lazy a lot), but now WC3 has just completely gave me a mental block.
Don't worry about going to advanced with me ^.^
Well, I just started making this map and wc3 screwed me up, I already ran into a major problem and I can't go too far without fixing it, and it's a major thing with the map. The problem is, this trigger just stops... I only have 3 triggers so far, and none of them stop triggers.
Here they are...
I'm completely stumped o_o. Keep in mind I am competent and incompetent, my search skills are very horrible and I probably missed something entirely basic.
*Edit: I forgot to mention (icompetent side again) that the trigger that stops is knife. It stops at the second item give, and just spots that's all I can say. No further actions continue.
Don't worry about going to advanced with me ^.^
Well, I just started making this map and wc3 screwed me up, I already ran into a major problem and I can't go too far without fixing it, and it's a major thing with the map. The problem is, this trigger just stops... I only have 3 triggers so far, and none of them stop triggers.
Here they are...
-
]Generate Doodads
-
Events
- Map initialization
- Conditions
-
Actions
- Cinematic - Turn cinematic mode On for (All players)
- Game - Display to (All players) the text: Setting Preset Vari...
- Wait 0.25 seconds
- Set Texture_Unit[1] = T4Chains1
- Set Texture_Unit[2] = T5Chains2
- Set Texture_Unit[3] = T6Chains3
- Set Texture_Unit[4] = T7Chains4
- Set Region[1] = P1 Start <gen>
- Set Region[2] = P2 Start <gen>
- Set Region[3] = P3 Start <gen>
- Set Region[4] = P4 Start <gen>
- Set Region[5] = P5 Start <gen>
- Game - Display to (All players) the text: |c00000099Generatin...
- Wait 0.25 seconds
- -------- Blood --------
-
For each (Integer A) from 1 to 16, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 1 <gen>)
- Unit - Create 1 T1Blood for Neutral Passive at P[0] facing (Random angle) degrees
- Animation - Change (Last created unit)'s size to ((Random real number between 100.00 and 200.00)%, (Random real number between 100.00 and 200.00)%, (Random real number between 100.00 and 200.00)%) of its original size
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 16, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 2 <gen>)
- Unit - Create 1 T1Blood for Neutral Passive at P[0] facing (Random angle) degrees
- Animation - Change (Last created unit)'s size to ((Random real number between 100.00 and 200.00)%, (Random real number between 100.00 and 200.00)%, (Random real number between 100.00 and 200.00)%) of its original size
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 32, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Start Center <gen>)
- Unit - Create 1 T1Blood for Neutral Passive at P[0] facing (Random angle) degrees
- Animation - Change (Last created unit)'s size to ((Random real number between 100.00 and 200.00)%, (Random real number between 100.00 and 200.00)%, (Random real number between 100.00 and 200.00)%) of its original size
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
- -------- Chains --------
-
For each (Integer A) from 1 to 4, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 1 <gen>)
- Unit - Create 1 Texture_Unit[(Random integer number between 1 and 4)] for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 4, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 2 <gen>)
- Unit - Create 1 Texture_Unit[(Random integer number between 1 and 4)] for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 8, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Start Center <gen>)
- Unit - Create 1 Texture_Unit[(Random integer number between 1 and 4)] for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
- -------- Corpse Sitting --------
-
For each (Integer A) from 1 to 6, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 1 <gen>)
- Unit - Create 1 T2CorSit for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 6, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 2 <gen>)
- Unit - Create 1 T2CorSit for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Start Center <gen>)
- Unit - Create 1 T2CorSit for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
- -------- Torture Table --------
-
For each (Integer A) from 1 to 3, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 1 <gen>)
- Unit - Create 1 T3TorTab for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 3, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 2 <gen>)
- Unit - Create 1 T3TorTab for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
- -------- Bats --------
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 1 <gen>)
- Unit - Create 1 T8Bats for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 2 <gen>)
- Unit - Create 1 T8Bats for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 2, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Start Center <gen>)
- Unit - Create 1 T8Bats for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
- -------- Flies --------
-
For each (Integer A) from 1 to 3, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 1 <gen>)
- Unit - Create 1 T9Flies for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 3, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Cage 2 <gen>)
- Unit - Create 1 T9Flies for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 1 to 6, do (Actions)
-
Loop - Actions
- Set P[0] = (Random point in Start Center <gen>)
- Unit - Create 1 T9Flies for Neutral Passive at P[0] facing (Random angle) degrees
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
- Game - Display to (All players) the text: 10% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 20% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 30% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 40% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 50% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 60% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 70% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 80% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 90% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 100% Complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: Doodads Finished.
- Wait 0.25 seconds
- Game - Display to (All players) the text: |c00990000Generatin...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 10% complete...
- -------- Generate Wives --------
-
For each (Integer A) from 1 to 3, do (Actions)
-
Loop - Actions
- Set P[0] = (Center of Region[(Integer A)])
- Unit - Create 1 Woman for (Player((Integer A))) at P[0] facing (Random angle) degrees
- Unit - Make (Last created unit) Invulnerable
- Unit - Pause (Last created unit)
- Animation - Play (Last created unit)'s death animation
- Unit - Set life of (Last created unit) to 1.00%
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 4 to 5, do (Actions)
-
Loop - Actions
- Set P[0] = (Center of Region[(Integer A)])
- Unit - Create 1 Woman for (Player((Integer A))) at P[0] facing (Random angle) degrees
- Unit - Make (Last created unit) Invulnerable
- Unit - Pause (Last created unit)
- Animation - Play (Last created unit)'s death animation
- Unit - Set life of (Last created unit) to 1.00%
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
- Wait 0.25 seconds
- Game - Display to (All players) the text: 20% complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 30% complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 40% complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 50% complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 60% complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 70% complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 80% complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 90% complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: 100% complete...
- Wait 0.25 seconds
- Game - Display to (All players) the text: Units generated
- Wait 0.25 seconds
- Cinematic - Turn cinematic mode Off for (All players)
- Game - Display to (All players) the text: |c00009900Generatio...
- Wait 0.25 seconds
- -------- Messages --------
- Game - Display to (All players) the text: |c00990000You awake...
- -------- Pan Camera --------
-
For each (Integer A) from 1 to 4, do (Actions)
-
Loop - Actions
- Set P[0] = (Center of Cage 1 <gen>)
- Camera - Pan camera for (Player((Integer A))) to P[0] over 0.00 seconds
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
For each (Integer A) from 4 to 6, do (Actions)
-
Loop - Actions
- Set P[0] = (Center of Cage 2 <gen>)
- Camera - Pan camera for (Player((Integer A))) to P[0] over 0.00 seconds
- Custom script: call RemoveLocation(udg_P[0])
-
Loop - Actions
-
Events
-
Resuscitate
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Resuscitate
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Target unit of ability being cast)) Equal to (Owner of (Casting unit))
-
Then - Actions
- Unit - Make (Target unit of ability being cast) Vulnerable
- Unit - Unpause (Target unit of ability being cast)
- Animation - Play (Target unit of ability being cast)'s stand animation
- Game - Display to (Player group((Owner of (Target unit of ability being cast)))) the text: It worked! Your wif...
- Item - Remove (Item carried by (Casting unit) of type Resuscitate)
-
Else - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: You must target your own units.
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Knife
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Knife
-
Actions
- Set P[0] = (Position of (Casting unit))
- Unit - Turn collision for (Casting unit) Off
- Unit - Create 1 Victim Knife for (Owner of (Casting unit)) at P[0] facing (Facing of (Casting unit)) degrees
- Hero - Give (Item carried by (Casting unit) in slot 1) to (Last created unit)
- Hero - Give (Item carried by (Casting unit) in slot 2) to (Last created unit)
- Hero - Give (Item carried by (Casting unit) in slot 3) to (Last created unit)
- Hero - Give (Item carried by (Casting unit) in slot 4) to (Last created unit)
- Hero - Give (Item carried by (Casting unit) in slot 5) to (Last created unit)
- Hero - Give (Item carried by (Casting unit) in slot 6) to (Last created unit)
- Selection - Select (Last created unit) for (Owner of (Casting unit))
- Unit - Remove (Casting unit) from the game
- Custom script: call RemoveLocation(udg_P[0])
-
Events
I'm completely stumped o_o. Keep in mind I am competent and incompetent, my search skills are very horrible and I probably missed something entirely basic.
*Edit: I forgot to mention (icompetent side again) that the trigger that stops is knife. It stops at the second item give, and just spots that's all I can say. No further actions continue.
Last edited: