Help with an easy variable

magnemann

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So, I have this quest you get at the start of a map, and later on you enter a region and the quest will be completed, and for that to happen, I need a variable, right?

Thing is, I don't remember anything about variables.
I made something like this:
Code:
 Set L = (Last created quest)
Problem is, that I can't (or, I have not seen) how to set the "L" to be my quest. At the end of the first cinematic, you'll get a quest, and I can't choose to set L to "Murloc Village" for some reason.

So, could someone explain to me EXACTLY what I need to do?
Thanks. :)
 

ZiggyMcjoney

Data editor?! AAAHHHHH!
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Create the quest using the Quest - Create Quest function, and then set L to last created quest directly beneath that.
 

magnemann

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Ah okay, I thought I had to select the quest instead of just typing a name.

Anyway, just one more thing:
I know how to issue a unit to move to a region, but how do I make all units belonging to a player do that? (The reason to why I can't just do the same to every unit on the map is because the player can hire more soldiers from mercenary camps, and it would be a lot more work)
 

ZiggyMcjoney

Data editor?! AAAHHHHH!
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Code:
Pick every unit in (Units owned by (Player 1 (Red))) and do:
 Loop - Actions:
  Order (Picked unit) to Move To <region>

This leaks a unit group, by the way, so I recommend doing

Code:
Set Temp_Group = Units owned by (Player 1 (Red))
Pick every unit in Temp_Group and do:
 Loop - Actions
  Order (Picked unit) to Move To <region>
Custom Script: call DestroyGroup(udg_Temp_Group)
 

lindenkron

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Trigger:
  • Unit
    • Events
    • Conditions
    • Actions
      • Set Gen_TempGroup1 = (Units owned by Player 1 (Red))
      • Unit Group - Pick every unit in Gen_TempGroup1 and do (Actions)
        • Loop - Actions
          • Set Gen_TempLocation1 = (Center of (Playable map area))
          • Unit - Move (Triggering unit) instantly to Gen_TempLocation1
          • Custom script: call RemoveLocation (udg_Gen_TempLocation1)
      • Custom script: call DestroyGroup (udg_Gen_TempGroup1)

This one to do it leakless.

This one leaks at
Code:
Set Temp_Group = Units owned by (Player 1 (Red))
Pick every unit in Temp_Group and do:
 Loop - Actions
  Order (Picked unit) to Move To [B]<region>[/B] [B]<-- Leaks 'Point'[/B]
Custom Script: call DestroyGroup(udg_Temp_Group)
 

ZiggyMcjoney

Data editor?! AAAHHHHH!
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Ah, use his, I missed the point leak. >.>

I should've put more effort into trying to get back to sleep when I woke up at 4am.
 

magnemann

New Member
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Thanks! I forgot to mention one thing though.
The move all player 1 units to a region, only happens at the end of the map, during the cinematic. Could someone change the trigger to make it fit my explanation?
Thanks. :) :thup:

If it's for any good: There won't be any more units created during the last cinematic.
 

lindenkron

You can change this now in User CP
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We don't really have the rest of your trigger mate.

Just take those lines I showed you there, put them in the cinema trigger, and they will fire when the cinema gets to that point? :)

-Lindenkron
 
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