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Go Back   The Helper Forums > Warcraft Zone > World Editor Help > Tutorials and Resources > Systems, Triggers and Demo Maps

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  #1  
Old March 10th, 2005, 05:58 PM
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Hero and Creep Revive, Item Combiner 2

Ryoko's Hero Tavern
This demo map sells heroes from a tavern. You can use random, repick, and all random.

YOU MUST add every custom hero to gameplay constants. You can delete everything that is already there.

Techtree - Dependancy Equivelants - Hero : ADD ALL HERE.
Techtree - Dependancy Equivelants - Alter: ADD ZONE INDICATOR.

Neutral Vehicle Loading]

This demo map helps you make cars for your map and cars you can steal.

-You need all the triggers.
-You need the two custom abilities.
-Your passenger unit must have the custom loading ability.
-Your vehicle must have all four abilities the tank has, including the custom cargo ability.

Ryoko Heroes, Creeps, and Items

Item Combiner
Shows how to combine charged items into one inventory slot. For example, it will combine potions with 5 charges each, into a potion with 10 charges.

Hero Revive
Revives heros using a timer window, local variables, and based on hero level.

Creep Revive
Revives creeps after x seconds, in the exact original location, and original type.

Hero Morph
Shows how to 'morph' heroes into a different hero when they level.

Item Attachments
The Claws of Attack +9 in the center has a model effect. It attaches a sword to the left hand of the hero. It has the 'Sword Effect' ability.

Spell Casting Tower
The tower in the center is a chain lightning tower. This shows how to make a tower cast spells on units. Notice, the attack cooldown is slightly less than the abilities cooldown, and the ability requires 0 mana. A trigger controls its behavior.

Imported Unit Models
This map has an import model, the Ice Infernal. Note the import paths were provided in the ZIP file, and I used it on a Rock Golem.

Elevators and Footswitches
-A simple up-and-down Elevator Example
-How to use Elevators as Stairs
-An example footswitch that kills all units

Teleporter
A simple one way teleporter with special effects.

Ryokos' Multiboard
Also has a simple multiboard that displays a force icon, player name, and kills.

Senkins' Multiboard
This is the multiboard used in Senkins tutorial. Download this if you came from the tutorial.

.
Attached Files
File Type: w3x Ryoko Heroes, Creeps, and Items 2.w3x (229.2 KB, 18519 views)
File Type: w3x Senkins Multiboard.w3x (218.8 KB, 10050 views)
File Type: w3x Ryoko Hero Tavern.w3x (24.4 KB, 11707 views)
File Type: w3x Ryoko Vehicle Load.w3x (13.8 KB, 5441 views)
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  #2  
Old July 3rd, 2007, 07:10 PM
Hurricane Hurricane is offline
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There's one bug on your map Ryoko Vehicle Load.w3x ...when you unload the car if you move him the control won't change to neutral passive...yuo can fix it by changing the event "finish cast a ability" to "being casting a ability"...
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  #3  
Old December 19th, 2007, 08:44 PM
icinchy1 icinchy1 is offline
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Thanks

hey guys, just wanted to say thanks for this, it was really helpful
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  #4  
Old December 22nd, 2007, 07:53 PM
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butters132 butters132 is offline
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how would you make it so that when you repick you don't have to choose a hero?
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  #5  
Old January 10th, 2008, 06:03 AM
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Quote:
Originally Posted by SD_Ryoko View Post
Ryoko's Hero Tavern
This demo map sells heroes from a tavern. You can use random, repick, and all random.

YOU MUST add every custom hero to gameplay constants. You can delete everything that is already there.

Techtree - Dependancy Equivelants - Hero : ADD ALL HERE.
Techtree - Dependancy Equivelants - Alter: ADD ZONE INDICATOR.

Neutral Vehicle Loading]

This demo map helps you make cars for your map and cars you can steal.

-You need all the triggers.
-You need the two custom abilities.
-Your passenger unit must have the custom loading ability.
-Your vehicle must have all four abilities the tank has, including the custom cargo ability.

Ryoko Heroes, Creeps, and Items

Item Combiner
Shows how to combine charged items into one inventory slot. For example, it will combine potions with 5 charges each, into a potion with 10 charges.

Hero Revive
Revives heros using a timer window, local variables, and based on hero level.

Creep Revive
Revives creeps after x seconds, in the exact original location, and original type.

Hero Morph
Shows how to 'morph' heroes into a different hero when they level.

Item Attachments
The Claws of Attack +9 in the center has a model effect. It attaches a sword to the left hand of the hero. It has the 'Sword Effect' ability.

Spell Casting Tower
The tower in the center is a chain lightning tower. This shows how to make a tower cast spells on units. Notice, the attack cooldown is slightly less than the abilities cooldown, and the ability requires 0 mana. A trigger controls its behavior.

Imported Unit Models
This map has an import model, the Ice Infernal. Note the import paths were provided in the ZIP file, and I used it on a Rock Golem.

Elevators and Footswitches
-A simple up-and-down Elevator Example
-How to use Elevators as Stairs
-An example footswitch that kills all units

Teleporter
A simple one way teleporter with special effects.

Ryokos' Multiboard
Also has a simple multiboard that displays a force icon, player name, and kills.

Senkins' Multiboard
This is the multiboard used in Senkins tutorial. Download this if you came from the tutorial.

.
I've got an idea for improvement:
Limit the heroes in your hero tavern map to 1 and if they repick limit it to old limit + 1
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  #6  
Old January 16th, 2008, 02:39 AM
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Rommel Rommel is offline
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Great job, my love...Iam going to use all of ur wonderful systems in my map "Battle of mount Hyjal.."..Thank you very much...and keep up your good job
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  #7  
Old January 20th, 2008, 05:29 PM
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edit: nvm, stupid mistake on my part.

Last edited by TwoHeadedBoy; January 20th, 2008 at 08:24 PM.
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  #8  
Old March 14th, 2008, 07:59 AM
Joppez Joppez is offline
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I used your tutorial for making hero revive ->
http://world-editor-tutorials.thehelper.net/revive.php

and now i have 2 problems when i try to test my map.
1: call TimerDialogDisplayForPlayersBJ( true, WINDOW, GetOwningPlayer(OURHERO) )
it says: expected a function name. so what must i change here?

2: call ReviveHeroLoc(OURHERO, GetRectCenter(GetdieheroRect()), true )
diehero is here the name of my region. now it says: Expected a name

what must i change here?
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  #9  
Old March 28th, 2008, 01:15 AM
ryukolink ryukolink is offline
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yes but how would spawn new creeps after they died? I dont want to use a timer on mine, and how would you set them to spawn initially after a certain interval..

(e.g. I want no creeps to be there in the beginning then after 5 minutes creeps to spawn for the FIRST TIME and only once , when they are killed I want them to respawn after a certain interval too)
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  #10  
Old March 28th, 2008, 04:46 AM
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Quote:
Originally Posted by SD_Ryoko View Post
Item Combiner
Shows how to combine charged items into one inventory slot. For example, it will combine potions with 5 charges each, into a potion with 10 charges.
I think my Item stacker will do better there, as it allows for individual settings for each item Instead of just some global settings. Good work, though
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  #11  
Old May 18th, 2008, 11:36 PM
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BANANAMAN BANANAMAN is offline
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Does any one know how to make this show a timer only to the owner of the dead unit?


Code:
Revive Hero
    Events
        Unit - A unit Dies
    Conditions
        ((Triggering unit) is A Hero) Equal to (==) True
        ((Owner of (Dying unit)) slot status) Equal to (==) Is playing
    Actions
        Custom script:   local timerdialog WINDOW
        Custom script:   local integer HEROWAIT
        Custom script:   local timer OURTIMER
        Custom script:   local unit OURHERO
        Custom script:   set OURHERO = GetDyingUnit()
        Custom script:   set HEROWAIT = ( GetHeroLevel(OURHERO) * 5)
        Custom script:   set OURTIMER = CreateTimer()
        Custom script:   call StartTimerBJ( OURTIMER, false, ( I2R(HEROWAIT) ))
        Custom script:   call CreateTimerDialogBJ( OURTIMER, GetPlayerName(GetOwningPlayer(OURHERO)) )
        Custom script:   set WINDOW = GetLastCreatedTimerDialogBJ()
        Custom script:   call TimerDialogDisplayForPlayerBJ( true, WINDOW, GetOwningPlayer(OURHERO) )
        Custom script:   call PolledWait( HEROWAIT )
        Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location), Show revival graphics
        Custom script:   call PanCameraToTimedLocForPlayer( GetOwningPlayer(OURHERO), GetUnitLoc(OURHERO), 0.60 )
        Custom script:   call DestroyTimerDialog(WINDOW)
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  #12  
Old July 24th, 2008, 05:43 AM
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Glenphir Glenphir is offline
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Hmm, here's a suggestion for the repick command.

Code:
Player Group - Pick every player in (Player group((Triggering player))) and do (Actions)
    Loop - Actions
        Trigger - Turn off (This trigger)
Maybe add this code so that a player cannot keep on repeating the repick command. Or else, a player could keep on repicking heroes. Just a suggestion =D
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  #13  
Old July 24th, 2008, 08:27 AM
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Flare Flare is offline
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1) That's causing a leak
2) That prevents everyone else from using repick, since you just turned off the whole trigger
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  #14  
Old July 26th, 2008, 02:08 AM
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Your makeing the same mistake I did at first, read the rules of this section before you post, you have to remove all the leaks from your triggers and I found a few that leak, if you look around this forum there is a program that will tell you what is leaking and how to fix it. (If you can't find it just post and I will find the link.)
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  #15  
Old August 2nd, 2008, 02:19 AM
GabrielGray. GabrielGray. is offline
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Question Revive Location Q

I've read the tutorial on the reviving heroes trigger, but I don't understand how to change the location that the heroes revive in. What do I have to change in this to make the heroes revive at a region?

call ReviveHeroLoc(OURHERO, GetRectCenter(GetPlayableMapRect()), true )

Thanks in advance for any help!
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