[Trigger] Unit enters helicopter, orders to go higher in the air, and go to a region.

RodyisGod

New Member
Reaction score
5
Ok, so what i want to accomplish with the trigger beneath here:

I want it if,

Someone clicks on ability, [Enter Helicopter] Which the helicopter has.
he automaticly enters it, and then the helicopter will go higher in air, and then to a other region and back to the ground , and the unit must go out.

Trigger:
  • Storymode
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to |cffff7f50Enter|r |cff008000FFWD|r |cffff7f50Helicopter|r?
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Set TempGroup = (Units within 250.00 of TempPoint matching (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Board '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen>
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 5.00 at 5.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 10.00 at 10.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 15.00 at 15.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 20.00 at 20.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 25.00 at 25.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 30.00 at 30.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 35.00 at 35.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 40.00 at 40.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 45.00 at 45.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 50.00 at 50.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 55.00 at 55.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 60.00 at 60.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 65.00 at 65.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 70.00 at 70.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 75.00 at 75.00
          • Wait 0.10 seconds
          • Unit - Order '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> to Move To (Center of Story helicopter to Missions <gen>)
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 70.00 at 70.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 65.00 at 65.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 60.00 at 60.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 55.00 at 55.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 50.00 at 50.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 45.00 at 45.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 40.00 at 40.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 35.00 at 35.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 30.00 at 30.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 25.00 at 25.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 20.00 at 20.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 15.00 at 15.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 10.00 at 10.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 5.00 at 5.00
          • Wait 0.10 seconds
          • Animation - Change '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> flying height to 0.00 at 0.00
          • Wait 0.10 seconds
          • Unit - Order '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> to Unload (Picked unit)
          • Custom script: call DestroyGroup (udg_TempGroup)
          • Custom script: call RemoveLocation (udg_TempPoint)


It just wont work, thanks
 

Ivach

New Member
Reaction score
18
Waits do not work in a unit group loop.

Try another new trigger with a periodic event of 0.10 seconds, and then change the height there.
 

RodyisGod

New Member
Reaction score
5
Waits do not work in a unit group loop.

Try another new trigger with a periodic event of 0.10 seconds, and then change the height there.

>>, the problem starts out as it wont enter the helicopter.
And the Helicopter isnt controlled by red, but by neutral passive so i cant click that spell that the helicopter has.
Anyway to change that??
 

Silver

New Member
Reaction score
21
To your trigger you add the action Trigger - Turn on FlyHigher, and remove the flying height changes

The trigger FlyHigher is initially of. Here's what you would do
Trigger:
  • Event
    • Every .10 seconds of the game
    • Conditions
    • Actions
      • Animation - Change (Triggering unit) flying height to ((Current flying height of (Triggering unit)) + 5.00) at ((Current flying height of (Triggering unit)) + 5.00)

(Change Trigger unit with the helicopter!)

Make another trigger turn FlyHigher off when the unit is at the height you want.
 

RodyisGod

New Member
Reaction score
5
To your trigger you add the action Trigger - Turn on FlyHigher, and remove the flying height changes

The trigger FlyHigher is initially of. Here's what you would do
Trigger:
  • Event
    • Every .10 seconds of the game
    • Conditions
    • Actions
      • Animation - Change (Triggering unit) flying height to ((Current flying height of (Triggering unit)) + 5.00) at ((Current flying height of (Triggering unit)) + 5.00)

(Change Trigger unit with the helicopter!)

Make another trigger turn FlyHigher off when the unit is at the height you want.

ill try

EDIT: 2 Questions:

1. How do i make player 1 see, neutral passive helicopters abilities?
[I know a way, with give control to , and when it goes, give control back to neutral. but if it can in a better way]

2. how i make it so if , unit height is X and then that trigger stops working

All i know is:

Actions:

Turn off Trigger Fly Higher

:p thanks =]
 

RodyisGod

New Member
Reaction score
5
So this is the Basic Trigger off the Whole Plot: i think its correct.

Trigger:
  • Storymode
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to |cffff7f50Enter|r |cff008000FFWD|r |cffff7f50Helicopter|r?
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Set TempGroup = (Units within 250.00 of TempPoint matching (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Board '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen>
          • Trigger - Turn on Fly Higher Story <gen>
          • Unit - Order '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> to Move To (Center of Story helicopter to Missions <gen>)
          • Trigger - Turn on Fly Lower Story <gen>
          • Unit - Order '|cff008000FFWD|r'|cffff0000 |rHelicopter (Story) 0002 <gen> to Unload (Picked unit)
          • Custom script: call DestroyGroup (udg_TempGroup)
          • Custom script: call RemoveLocation (udg_TempPoint)


But then how i make the trigger,[turn off fly higher]

If flying heigth of unit is X high then turn trigger off: Fly Higher
 

Samael88

Evil always finds a way
Reaction score
181
You don't even need to have the helicopter being "boarded".

You could do this:

1.Unit has dummy ability, that when used on a copter, the unit is transported to another region and changes owner(so it seems that he has entered the copter).

2. Then do you flying. you could just have it cast crowform as normal or something and have it fly over there and then cast the spell again to land:rolleyes: Why make it more complicated than it really has to be:nuts:

3. Once landed, then have the unit moved to that region and have it changed back to it's owner;)
 

RodyisGod

New Member
Reaction score
5
You don't even need to have the helicopter being "boarded".

You could do this:

1.Unit has dummy ability, that when used on a copter, the unit is transported to another region and changes owner(so it seems that he has entered the copter).

2. Then do you flying. you could just have it cast crowform as normal or something and have it fly over there and then cast the spell again to land:rolleyes: Why make it more complicated than it really has to be:nuts:

3. Once landed, then have the unit moved to that region and have it changed back to it's owner;)

cause ur way is lame :p

or uhmm pretty nice actually ;d

Dummy ability lets say, a normal target spell, remove damages and animations etc, and just trigger it? =]
 

Silver

New Member
Reaction score
21
Instead of moving it and changing owner, you could also just hide the unit, then when the helicopter lands, move it to where it lands and unhide it. (Would be better than suddenly finding neutral passive units that look like your own somewhere in the map).

Yes that's how you make dummy abilities.
 
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