MUI quest system

Rep7a

Member
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2
I've been working on a map for quite awhile now, and i've come to notice Warcraft's standard quest system doesn't suite my need, as it gives the entire force a quest, when i'd like it to just give on to an individual player, i'm very experienced with GUI triggers, not so much with jass, so what would you reccomend is the easiest way to make a quest that will be given to only an individual player?
Also, a side question that's less important. If i'm trying deliver a text message to a specific player, rather than a player group, would this be the correct action?

Game - Display to (All players controlled by a ((Owner of (Triggering unit)) controller) player) the text: (TEXT)
 

tommerbob

Minecraft. :D
Reaction score
110
There is a custom script you can use for only one player:

Trigger:
  • Actions
    • Set P = (Owner of (Triggering unit))
    • Custom script: if P == GetLocalPlayer() then
    • ...do your quest actions here
    • Custom script: endif


That should work.
 

inevit4ble

Well-Known Member
Reaction score
38
To your text question
Trigger:
  • Actions
    • Set MyPlayerGroup = (Player group((Triggering player)))
    • Game - Display to MyPlayerGroup the text: (TEXT XYZ)
    • Custom script: call DestroyForce(udg_MyPlayerGroup)
 

TheOverWhelm

Member
Reaction score
16
Errr
I dunno about that GetLocalPlayer()
That function is dangerous and, personally, I don't know how well it'd work with the syncing with the other players.
Could do a Create Quest, and disable it for all then only enable it for the player you want. It might prevent desyncing.
 

tommerbob

Minecraft. :D
Reaction score
110
GetLocalPlayer() only causes desyncs when a handle is created/destroyed. As far as I know, quests are not handles.
 

luorax

Invasion in Duskwood
Reaction score
67
AFAIK creating quests in a GetLocalPlayer() block causes desyncs. However you can always use "QuestSetEnabled(quest q, boolean visible)" to show/hide it for players.

Trigger:
  • Actions
    • Custom script: call QuestSetEnabled(udg_MyQuest, GetLocalPlayer()==GetOwningPlayer(GetTriggerUnit()))


I've already written a snippet to handle quests and its attributes. However, it's graveyarded because a snippet that's supposed to handle quest handles sucks does ONLY its job.

EDIT: also, what you're talking about is MPI, not MUI.
MUI= Multi Unit Instanceability
MPI = Multi Player Instanceability
 

Darkonight

New Member
Reaction score
2
This is a Quest System that I like very much///

Trigger:
  • Sea Giant Slayer
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Fish for life! [LvL 15 - 20]
      • ((Triggering unit) is A Hero) Equal to True
      • ((Hero level of (Triggering unit)) Greater than or equal to 15) and ((Hero level of (Triggering unit)) Less than or equal to 20)
      • ((Owner of (Triggering unit)) is in SeaGiant_Player_Group[1]) Equal to False
    • Actions
      • Player Group - Add (Owner of (Triggering unit)) to SeaGiant_Player_Group[1]
      • Game - Display to (Player group((Owner of (Triggering unit)))) for 30.00 seconds the text: Kill the Sea Giants...
      • Quest - Create a Optional quest titled Sea Giant Slaying with the description Kill the Sea Giants..., using icon path ReplaceableTextures\CommandButtons\BTNSeaGiant.blp
      • Set SeaGiant_Slayer[(Player number of (Owner of (Triggering unit)))] = (Last created quest)


Trigger:
  • Sea Giant Slayer Next
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Sea Giant
      • ((Owner of (Killing unit)) is in SeaGiant_Player_Group[1]) Equal to True
    • Actions
      • Set SeaGiant_Integer[(Player number of (Owner of (Killing unit)))] = (SeaGiant_Integer[(Player number of (Owner of (Killing unit)))] + 1)
      • If (SeaGiant_Integer[(Player number of (Owner of (Killing unit)))] Greater than or equal to 20) then do (Quest - Display to (Player group((Owner of (Killing unit)))) the Quest Completed message: Quest Is Complete) else do (Quest - Display to (Player group((Owner of (Killing unit)))) the Quest Update message: ((String(SeaGiant_Integer[(Player number of (Owner of (Killing unit)))])) + Sea Giant(s) killed.))


Trigger:
  • Sea Giant Slayer Reward
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • SeaGiant_Integer[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 20
      • (Unit-type of (Target unit of issued order)) Equal to Failed Fisherman
      • ((Triggering unit) is in (Units within 300.00 of (Position of (Target unit of issued order)))) Equal to True
    • Actions
      • Player Group - Remove (Owner of (Triggering unit)) from SeaGiant_Player_Group[1]
      • Quest - Destroy SeaGiant_Slayer[(Player number of (Owner of (Triggering unit)))]
      • Set SeaGiant_Integer[(Player number of (Owner of (Triggering unit)))] = 0
      • Game - Display to (Player group((Owner of (Ordered unit)))) for 30.00 seconds the text: Haha! Love the smal...
      • Hero - Add 8000 experience to (Triggering unit), Show level-up graphics
      • Hero - Create Bandit Axe and give it to (Triggering unit)



Works Perfectly
 

Rep7a

Member
Reaction score
2
Sorry for the misleading title, i suppose i did mean MPI. And Darkonight thanks, i figured as much, idk why i didn't go to a playergroup in the first place >.>. Thanks for the responses guys they all helped a ton!


EDIT: This latest reply brings up a new question, i'm wondering if theres a way to make a variable storing the player number of a triggering unit, heh not really a priority just another thought! I'm aware i can store it as an integer, but that wouldn't be mpi obviously, or is there a way to make it that way?
 

Romek

Super Moderator
Reaction score
964
> As far as I know, quests are not handles
They are. ;)
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
EDIT: also, what you're talking about is MPI, not MUI.
MUI= Multi Unit Instanceability
MPI = Multi Player Instanceability

for those who do not know, instanceability, simply put, is isolating a player or group of players from the rest in an instance (IE: quests, dungeons, or progression that changes the environment) ... or "instancing".
something most people would not quite understand without an explanation
 

tommerbob

Minecraft. :D
Reaction score
110
for those who do not know, instanceability, simply put, is isolating a player or group of players from the rest in an instance (IE: quests, dungeons, or progression that changes the environment) ... or "instancing".
something most people would not quite understand without an explanation

That's a really complicated explanation. Go simple:


MPI: More than one player can do it at the same time.

MUI: More than one unit can do it at the same time.
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
That's a really complicated explanation. Go simple:


MPI: More than one player can do it at the same time.

MUI: More than one unit can do it at the same time.

lol i guess i didnt put it as simply as i thought i did... trying to explain something and making it more confusing, woops :p
 

Rep7a

Member
Reaction score
2
Sorry for double post, but with the quest system that darkonight recommended, would that add the quest to a single player? Or the entire force when the player is added to his own player group.
 
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