Intro: I know not alot of people will need a tutorial like this, cause most of you know but this is to help those people out there who want to make maps but cannot due to their lack in knowledge. Because i know when i started out i was way way way confused. So let's hope this helps.
Hmmm Lets start out with Events... In events you describe what must occur before your action is fired. We will get deeper into action later. Anywayz In events you will describe what happens. So lets say you want a creep revival trigger. So your event will be
Vague I know? I know what your thinking... How do i specify what kind of creep i want revived... Well that is where condition comes into play! Condition is a requirement that must be met in order for the action to fire. So for example you set the condition to
this means that the unit type that is dying is a footmen. So lets recap
as u can see it makes sense now. A unit dies.. okay simple enough, then dying unit is footmen. Okay there we go!
Now to the action... i found this the hardest cause its the longest.
Now the action can be multiple things. You can use a variable if you want, but im not covering that today. Anywayz... the action would be Actions
For those of you who are new to this, this may look overwhelming... well lets break it down. So first part is... so this tells the game to create 1 of the same unit type as the one that died before. as u can see. Read over and over till you can see what it means. Now the second part says for This one says to create that one unit that is the same as the one that died for the owner of the same dying unit from before. And create it at the position of where the previous one died Hmm. Lets put it together Actions
So this says to create the same unit type of the one dying for the same owner as well at the positon at which the unit died. The facing default degrees thingy, umm just leave it never really mattered to me. BUt it may one day im not shure. Lets Put all of the trigger together!
There it is not as complicated as you think? i hope so. So imma restate what this trigger states.
easy? i hope so. Final words
Hmmm Lets start out with Events... In events you describe what must occur before your action is fired. We will get deeper into action later. Anywayz In events you will describe what happens. So lets say you want a creep revival trigger. So your event will be
JASS:
Event
Unit - A unit Dies
Vague I know? I know what your thinking... How do i specify what kind of creep i want revived... Well that is where condition comes into play! Condition is a requirement that must be met in order for the action to fire. So for example you set the condition to
JASS:
Conditions
(Unit-type of (Dying unit)) Equal to Footman
JASS:
Event- A Unit Dies
Condition-Unit Type Of Dying Unit = footmen
as u can see it makes sense now. A unit dies.. okay simple enough, then dying unit is footmen. Okay there we go!
Now to the action... i found this the hardest cause its the longest.
Now the action can be multiple things. You can use a variable if you want, but im not covering that today. Anywayz... the action would be Actions
JASS:
For those of you who are new to this, this may look overwhelming... well lets break it down. So first part is
JASS:
Create 1 (Unit-type of (Dying unit))
JASS:
So this says to create the same unit type of the one dying for the same owner as well at the positon at which the unit died. The facing default degrees thingy, umm just leave it never really mattered to me. BUt it may one day im not shure. Lets Put all of the trigger together!
JASS:
There it is not as complicated as you think? i hope so. So imma restate what this trigger states.
JASS:
easy? i hope so. Final words
JASS:
Event- What Must Occur For The Action To Run
Condition- What requirements must be met before running the action.
Action- What will occur when matching event has occured and condition is met.
That is all folks I hope this helped <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Good luck to all editors