These triggers are from a map I worked on a loooong time ago. It might be really messy because I wasn't too experienced when I was making this map about 2 years ago.
Quest is a quest variable (array)
Questreq is a quest requirement variable (array)
Trigger:
Tropos1
Events
Unit - A unit comes within 256.00 of Liutenant Tropos 0033 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Quest - Create a Optional quest titled TITLE HERE with the description DESCRIPTION HERE, using icon path ICON HERE
Set Quest[1] = (Last created quest)
Quest - Create a quest requirement for (Last created quest) with the description (Kill 10 Wandering Bones + (( ( + (String(INTEGERVARIABLE))) + ((/ + 10) + ))))
Set QuestReq[1] = (Last created quest requirement)
Quest - Display to (All players) the Quest Discovered message: |cffffcc00Clearing ...
Trigger - Turn on Quest1 <gen>
Trigger 2
Trigger:
Quest1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Wandering Bones
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Quest - Change the description of QuestReq[1] to (Kill 10 Wandering Bones + (( + ((String(INTEGERVARIABLE)) + (/ + (10 + ))))))
Quest - Mark QuestReq[1] as Completed
Trigger - Turn on Tropos2 <gen>
Else - Actions
Trigger 3
Trigger:
Tropos2
Events
Unit - A unit comes within 256.00 of Liutenant Tropos 0033 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Liutenant Tropos 0033 <gen> named Liutenant Tropos: Play No sound and display I see. Well I don'.... Modify duration: Add 3.00 seconds and Wait
Quest - Display to (All players) the Quest Completed message: |cffffcc00Clearing ...
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Hero - Add 300 experience to (Picked unit), Show level-up graphics
Quest - Mark Quest[1] as Completed
Game - Display to (All players) the text: |cFF00FF00All playe...
To create a quest you'll need a few things.
1. Variables
- Quest variable, if you want to make many quests, you'll need as an array.
- Quest requirement variable, for each quest you'll have. Need to be also an array.
- The trigger of the quest - what's causing the quest to start?
- Integer variable, to keep track of kills.
Then you'll need to combine all.
To create the quest:
Trigger:
Create Quest
Events
Unit - A unit comes within 256.00 of UNIT
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Quest - Create a Required quest titled Help! with the description I'm having a lot of..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Set Quests[1] = (Last created quest)
Set KillCount = 10
Quest - Create a quest requirement for Quests[1] with the description (((String(KillCount)) + wolves!) + <Empty String>)
Set QuestReq1[1] = (Last created quest requirement)
Quest - Display to (All players) the Quest Requirement message: Kill 10 wolves!
Trigger - Turn on Count Kills <gen>
so the event is what i chose, whenever a unit gets near UNIT, if that unit is a hero, then it will cause the actions. So first we create the quest which i called Help! we create a description and set it to a variable, called Quests, array number 1, Quests[1]. then we set how many you need to kill at the start, which is 10. KillCount = 10. Then we create the requirement which notice i made in the middle KillCount, so that you will see how many wolves left to kill. Now we show the message, and turn on the next trigger, to count kills. Please notice it should be not initialy open.
Trigger:
Count Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Timber Wolf
Actions
Set KillCount = (KillCount - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCount Equal to 0
Then - Actions
Trigger - Turn on Complete Quest <gen>
Trigger - Turn off (This trigger)
Game - Display to (All players) for 3.00 seconds the text: You have finished t...
Quest - Mark QuestReq1[1] as Completed
Else - Actions
Game - Display to (All players) for 3.00 seconds the text: (Quest Help! - Kill + ((String(KillCount)) + more wolves.))
ok. So a unit dies, if it dies then we set the KillCount to what it is - 1. Now we check - if it's 0, means 10 wolves are dead, then we turn on the complete quest trigger, turn off this and display a message that we finished. Then we mark the requirement as completed. If it's not 0 then we write how many are left. Simple, right?
This one also shouldn't be initialy open.
Trigger:
Complete Quest
Events
Unit - A unit comes within 256.00 of UNIT
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Hero - Add 300 experience to (Picked unit), Show level-up graphics
Quest - Mark Quests[1] as Completed
Trigger - Turn off (This trigger)
So now again, if a unit comes within my UNIT, we give all units, 300 experience. Then we set the Quests[1] completed, and turn this off.
Finished!
It'll be good practice at least, I did a bunch of practice boards the last few weeks but that's a bit different than actual repair. It's pretty obvious what's going on with those, so it's not very hard to trace the leads, and they aren't designed with faults so
Site is peaking on traffic for the recipes - Sundays are always the big days and we are 200 plus unique visitors an hour right now and it will be like that probably be around 3000 total on the site all day maybe more if Google desires it LOL
Anyway I have a power bench that I don't actually know how to use, but I'm assuming I can take the battery out and power it directly from that to see if any of them turn on.
If you had kids like me that grew up in that era you could just go to your closet and fish out one of the cords from the cord bag. I bet I have everyone of those cord connectors plus some