I took it from another map, its a tutorial map so im pretty sure the person didnt mind its just a map that shows how to make an arena.
Its not working right for me and i was wondering if someone could help me modify it. The problem im having is Team 1s hero works right. It moves it to the duel view area and then to the arena. Team 2 only moves to the duel view area and not the arena. I copied the trigger completely over to my map, all variables and regions are the same as in the base map. Im not advanced enough to design my own or i would have and this trigger seems a bit complicated for me.
If someone could help me avoid moving the dueling units to the viewing platform completely and just to the arena that would be great.
Also i dont see where this starts another duel timer after the first one. So if anyone could help me out id appreciate it. If needed i can upload my map.
Here are the triggers
Its not working right for me and i was wondering if someone could help me modify it. The problem im having is Team 1s hero works right. It moves it to the duel view area and then to the arena. Team 2 only moves to the duel view area and not the arena. I copied the trigger completely over to my map, all variables and regions are the same as in the base map. Im not advanced enough to design my own or i would have and this trigger seems a bit complicated for me.
If someone could help me avoid moving the dueling units to the viewing platform completely and just to the arena that would be great.
Also i dont see where this starts another duel timer after the first one. So if anyone could help me out id appreciate it. If needed i can upload my map.
Here are the triggers
Trigger:
- First Duel
- Events
- Time - Elapsed game time is 120.00 seconds
- Conditions
- Actions
- Countdown Timer - Destroy DuelTWindow
- Quest - Display to (All players) the Quest Update message: The first Duel will...
- Countdown Timer - Start DuelTimer as a One-shot timer that will expire in 60.00 seconds
- Countdown Timer - Create a timer window for DuelTimer with title Duel Starts In:
- Set DuelTWindow = (Last created timer window)
- Events
Trigger:
- Duel Begins
- Events
- Time - DuelTimer expires
- Conditions
- Actions
- Quest - Display to (All players) the Quest Update message: It's Duel Time!
- Countdown Timer - Destroy DuelTWindow
- Set DuelTime = True
- For each (Integer A) from 1 to 2, do (Actions)
- Loop - Actions
- Player Group - Pick every player in Forces[(Integer A)] and do (Actions)
- Loop - Actions
- Set DuelGroup[(Integer A)] = (Units owned by (Picked player) matching ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) is alive) Equal to True)))
- Unit Group - Pick every unit in DuelGroup[(Integer A)] and do (Actions)
- Loop - Actions
- Unit - Pause (Picked unit)
- Unit - Make (Picked unit) Invulnerable
- Set DuelPoint[(Player number of (Owner of (Picked unit)))] = (Position of (Picked unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Owner of (Picked unit)) is in Forces[1]) Equal to True
- Then - Actions
- Set DuelViewPoint[(Player number of (Owner of (Picked unit)))] = (Random point in Duel Viewer 1 <gen>)
- Else - Actions
- Set DuelViewPoint[(Player number of (Owner of (Picked unit)))] = (Random point in Duel Viewer 2 <gen>)
- If - Conditions
- Unit - Move (Picked unit) instantly to DuelViewPoint[(Player number of (Owner of (Picked unit)))]
- Camera - Pan camera for (Owner of (Picked unit)) to DuelViewPoint[(Player number of (Owner of (Picked unit)))] over 0.00 seconds
- Custom script: call RemoveLocation(udg_DuelViewPoint[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
- Selection - Clear selection for (Owner of (Picked unit))
- Loop - Actions
- Loop - Actions
- Player Group - Pick every player in Forces[(Integer A)] and do (Actions)
- Loop - Actions
- Trigger - Run Check Groups <gen> (ignoring conditions)
- Events
Trigger:
- Check Groups
- Events
- Conditions
- Actions
- For each (Integer IntegerD) from 1 to 2, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in DuelGroup[IntegerD]) Equal to 0
- Then - Actions
- For each (Integer IntegerE) from 1 to 3, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Player(IntegerE)) slot status) Equal to Is playing
- Then - Actions
- Set TempPoint = (Center of Duel Area <gen>)
- Hero - Instantly revive Hero[IntegerE] at TempPoint, Hide revival graphics
- Custom script: call RemoveLocation(udg_TempPoint)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Hero[IntegerE] belongs to an ally of Player 1 (Red)) Equal to True
- Then - Actions
- Unit Group - Add Hero[IntegerE] to DuelGroup[1]
- Else - Actions
- Unit Group - Add Hero[IntegerE] to DuelGroup[2]
- If - Conditions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer IntegerE) from 1 to 3, do (Actions)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Wait 2.00 seconds
- Trigger - Run Prepare Heroes <gen> (ignoring conditions)
- For each (Integer IntegerD) from 1 to 2, do (Actions)
Trigger:
- Prepare Heroes
- Events
- Conditions
- Actions
- For each (Integer B) from 1 to 2, do (Actions)
- Loop - Actions
- Set DuelUnit[(Integer B)] = (Random unit from DuelGroup[(Integer B)])
- Unit - Move DuelUnit[(Integer B)] instantly to DuelSpawn[(Integer B)]
- Selection - Select DuelUnit[(Integer B)] for (Owner of DuelUnit[(Integer B)])
- Set TempPoint = (Position of DuelUnit[(Integer B)])
- Camera - Pan camera for (Owner of DuelUnit[(Integer B)]) to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Unit - Reset ability cooldowns for DuelUnit[(Integer B)]
- Unit - Set mana of DuelUnit[(Integer B)] to 100.00%
- Unit - Set life of DuelUnit[(Integer B)] to 100.00%
- Unit - Make DuelUnit[(Integer B)] Vulnerable
- Unit - Unpause DuelUnit[(Integer B)]
- Loop - Actions
- Trigger - Turn on Enter View Stand <gen>
- Wait 1.50 seconds
- Trigger - Run Anti Stuck Trigger <gen> (ignoring conditions)
- Wait 1.50 seconds
- Trigger - Run Anti Stuck Trigger <gen> (ignoring conditions)
- For each (Integer B) from 1 to 2, do (Actions)
Trigger:
- Anti Stuck Trigger
- Events
- Conditions
- Actions
- Unit - Unpause DuelUnit[1]
- Unit - Unpause DuelUnit[2]
Trigger:
- Duel Ends
- Events
- Unit - A unit Dies
- Conditions
- ((Triggering unit) Equal to DuelUnit[1]) or ((Triggering unit) Equal to DuelUnit[2])
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Triggering unit) Equal to DuelUnit[1]
- Then - Actions
- Set WinInteger = 2
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Triggering unit) Equal to DuelUnit[2]
- Then - Actions
- Set WinInteger = 1
- Else - Actions
- If - Conditions
- Quest - Display to (All players) the Quest Update message: ((Name of (Owner of DuelUnit[WinInteger])) + is victorious!)
- Player - Add 200 to (Owner of DuelUnit[WinInteger]) Current gold
- Wait 2.00 game-time seconds
- Unit - Reset ability cooldowns for DuelUnit[WinInteger]
- Unit - Set mana of DuelUnit[WinInteger] to 100.00%
- Unit - Set life of DuelUnit[WinInteger] to 100.00%
- Set DuelUnit[1] = No unit
- Set DuelUnit[2] = No unit
- For each (Integer A) from 1 to 2, do (Actions)
- Loop - Actions
- Unit Group - Pick every unit in DuelGroup[(Integer A)] and do (Actions)
- Loop - Actions
- Unit - Move (Picked unit) instantly to DuelPoint[(Player number of (Owner of (Picked unit)))]
- Custom script: call RemoveLocation(udg_DuelPoint[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
- Unit - Unpause (Picked unit)
- Loop - Actions
- Unit Group - Pick every unit in DuelGroup[(Integer A)] and do (Actions)
- Loop - Actions
- Custom script: call DestroyGroup(udg_DuelGroup[1])
- Custom script: call DestroyGroup(udg_DuelGroup[2])
- Set DuelTime = False
- Set TempGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
- Unit Group - Pick every unit in TempGroup and do (Unit - Unpause (Picked unit))
- Custom script: call DestroyGroup(udg_TempGroup)
- Wait 10.00 game-time seconds
- Countdown Timer - Destroy DuelTWindow
- Quest - Display to (All players) the Quest Update message: The next Duel will ...
- Countdown Timer - Start DuelTimer as a One-shot timer that will expire in 60.00 seconds
- Countdown Timer - Create a timer window for DuelTimer with title Duel Starts In:
- Set DuelTWindow = (Last created timer window)
- Trigger - Turn off Enter View Stand <gen>
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Enter View Stand
- Events
- Unit - A unit enters Duel Viewer 1 <gen>
- Unit - A unit enters Duel Viewer 2 <gen>
- Conditions
- ((Triggering unit) Equal to DuelUnit[1]) or ((Triggering unit) Equal to DuelUnit[2])
- Actions
- Set TempPoint = (Center of Duel Area <gen>)
- Unit - Move (Triggering unit) instantly to TempPoint
- Custom script: call RemoveLocation(udg_TempPoint)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Life of (Triggering unit)) Less than or equal to 50.00
- Then - Actions
- Unit - Set life of (Triggering unit) to 1.00
- Else - Actions
- Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 50.00)
- If - Conditions
- Events