Dungeon Item Bays

TrOlLa

New Member
Reaction score
0
hi again its TrOlLa in need of more trigger help >.<

i am in need of a trigger that will send each individual player to there individual item bay eg:

player1 and player2 are in the dungeon
player1 or player2 kills the boss
player1 goes to his item bay
player2 goes to his item bay

i need this for 10 players!

its like the same setup as the twilight's eve orpg if anyone has played it u will know of it.

now i have a trigger to send player 1 to his seperate bay im just wondering if i can modify it too send a group to individual bays

this is my trigger:

Event:
Unit - A unit Dies

Condition:
((Killing unit) is A Hero) Equal to True
(Gnoll Champion 0024 <gen> is dead) Equal to True

Action:
(Gnoll Champion 0024 <gen> is dead) Equal to True
Unit - Move (Killing unit) instantly to (Center of Player1PrizeArea <gen>)

i am very noob at triggers so i may need a map guide if it gets complicated >.< but tyvm to anyone who can help!!
 

ultimate11

Active Member
Reaction score
25
use
Trigger:
  • If Then Else
    • Conditions
      • Actions
        • Else

This should help ..use your imagination
 

TrOlLa

New Member
Reaction score
0
yerr ultimate that helped heaps......... guess ur the one too look to for help.........
 

Aserpent

New Member
Reaction score
2
Make a region for each 'bay' area or whatever it is and then just teleport them there with move unit instantly
 

TrOlLa

New Member
Reaction score
0
yes but if u read most of my trigger is based on killing the boss so everyone wud have to kill the boss to be teleported to there item bay maybe make another trigger like
Event:
Unit > Unit Enters Region
Condition:
((Gnoll Champion is Dead) equal to true)
Action:
Move (Entering Unit) instantly to prize area? <----- i would have to make 10 of these triggers one for each player i guess?

any advice on whether this will work?
 

Grags_1977

Ultra Cool Member
Reaction score
32
Trolla. Just a little bit of advice.

View attachment 41206

See the above picture: You can Copy as Text your triggers and paste it here.

Secondly. If you use WC3 Tags. It's much easier for us to read and help you.

Example:

[wc3.]
Your trigger
[/wc3.]

Remeber to remove the .
 

merlinds

Member
Reaction score
15
Trolla, you need to create a trigger, for every player, that moves he/her to his item bay. This triggers will have no event and no condition.
Then when you want to move the hero, for example in the trigger that detects the boss death, you just use the function "Trigger - Run trigger (ignoring conditions")
Here you will have to use a If/Then/Else function to detect, whitch player has to be moved, so you can run the proper trigger.
 

TrOlLa

New Member
Reaction score
0
im kinda confused do u mean something like this merlin

Trigger:
  • Events
    • Conditions
    • Actions
      • Trigger - Turn on (This trigger)
      • If (((Entering unit) is A Hero) Equal to True) then do (Unit - Move (Entering unit) instantly to (Center of Player2PrizeArea &lt;gen&gt;)) else do (Do nothing)
 

merlinds

Member
Reaction score
15
Nop! haha i mind you create a trigger like this.
Boss Detector
Trigger:
  • Event
    • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Your_Boss
    • Accions
      • Set MovedGroup = (Units within 999.00 of (Position of (Dying unit)) matching (((Triggering unit) is A Hero) Equal to True))
      • Trigger - Run Moving &lt;gen&gt; (ignoring conditions)



Moving
Trigger:
  • Events
    • Conditions
    • Accions
      • Unit Group - Pick every unit in MovedGroup and do (Actions)
        • Loop: Acciones
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If: Conditions
              • (Colour of (Owner of (Picked unit))) Equal to Red
            • Then: Actions
              • Unit - Move (Picked unit) instantly to (Center of Region A &lt;gen&gt;)
            • Else: Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If: Conditions
                  • (Colour of (Owner of (Picked unit))) Equal to Blue
                • Then: Actions
                  • Unit - Move (Picked unit) instantly to (Center of Region B &lt;gen&gt;)
                • Else: Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If: Conditions
                      • (Colour of (Owner of (Picked unit))) Equal to Green
                    • Then: Actions
                      • Unit - Move (Picked unit) instantly to (Center of Region C &lt;gen&gt;)
                    • Otros: Acciones
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If: Conditions
                          • (Colour of (Owner of (Picked unit))) Equal to Purple
                        • Then: Actions
                          • Unit - Move (Picked unit) instantly to (Center of Region D &lt;gen&gt;)
                        • Else: Actions
                          • Do nothing


My W3 editor is in spanish, so is hand translated :p.
You need to adapt the triggers and remove the leaks. But as you might see. You just create the trigger moving, and edit it so the "region A" will be the regions where you want to every hero respawns, and you check this throught the colour of the hero.
Then, every time you need to move the heroes to his bay. You just set the variable MobedGroup with the heroes you need to move and run the Moving trigger.
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
or you could have something like this...

Trigger:
  • Map Init
    • Events
      • Map Initialization
    • Conditions
    • Actions
      • Set Item_Bay_Region[1] = Player 1 Region
      • Set Item_Bay_Region[2] = Player 2 Region
      • Set Item_Bay_Region[3] = Player 3 Region
      • Etc... all the way till your highest player number...


then do this in your actions

Trigger:
  • Actions
    • Unit - Move unit instantly to center of Item_Bay_Region[player number of (owner of unit)]


it uses 1/100th of the functions... causes less lag less memory takeup and its a lot cleaner
if then else functions arent the best to use, they have a ton of extra BJ_ loops and are way inefficient... avoid when possible
 
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