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WoW i think i might be the biggest noob ever.....

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Level 2
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Aug 7, 2006
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It's difficult to answer a problem when it is this undescript. You haven't really told us anything.

When posting you should give a little information, if possible, on what it is you're trying to accomplish, how you were going about the issue, as well as, what exactly your problem is.

whenever i do the trigger...
1. What is 'the trigger'?

...they respawn at the first checkpoint of my map...
2. Who are 'they'?


can i have the list of triggers for this and the reason why this isnt working
3. List of triggers for what?


Help me to better understand your problem and I will be better equipped to help you in return.
 
Level 3
Joined
Sep 1, 2006
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What i mean by "they" is the runners when they all die they will be respawned at the start os the maze... and when they get to the second check point they get revivived at the start once again i was told that i had to put regions over the whole lvls and then make a varriable that kept track of where the units were. i cannot figgure this out please help me
:?
 
Level 2
Joined
Aug 7, 2006
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So your problem is with Pathing? A fairly simple pathing method which most people use is this:

Create a Region at each point that the creeps need a new Move Order. So for example: Your path may look something like this:

S= Start F = Finish _ = Path | = Path . = Region

S___
|__F

So if he units had to move along the line, they would need a new Move Order at each turn.

You regions would be placed similar to this:

S__.
|
.__F

S and F would also be regions, to tell them where to move from the start and when they have reached the end.

The most basic method to do this using Triggers is:

Let's call the first region(.) R1, and the second region R2.

Events
Whenever a unit owned by PlayerX (owner of creep) enters S
Conditions
Actions
Order Triggering unit to Move to R1

Events
Whenever a unit owned by PlayerX (owner of creep) enters R1
Conditions
Actions
Order Triggering unit to Move to R2

Events
Whenever a unit owned by PlayerX (owner of creep) enters R2
Conditions
Actions
Order Triggering unit to Move to F


That's the basic idea of pathing. Sorry I couldn't help more than that, and I'm still not sure you're asking about pathing. Although I don't have access to World Editor right now.


Also you may want to finish up the pathing with a trigger to remove the creeps that make it to the end.

Hope that helps.
 
Level 7
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Dec 17, 2005
Messages
337
You want a revival/checkpoint trigger? I've got one in my map and it works fine. Here it is:

Events: Unit enters Region Checkpoint01

Conditions: Unit not equal to neutral hostile

Actions: Set variable Checkpoint to Checkpoint01
Game -> create message for all players saying (name of player) + Has reached checkpoint1, All future deaths will revive here.
Turn off this trigger


Of course, you'll have to make additionna triggers for every checkpoint, and remember that the checkpoints are regions and the variable is set for regions. When you make the variable, make sure to set the base code for it to be your first check point area. Dont make a trigger for your first checkpoint since it is already the variable.
 
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