Multi-intermediate level questions

StRoNgFoE.

New Member
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9
Hello,

I am humbly asking for help on a few areas. I have a couple questions:
1) Players that start off with Night Elf and have 6 surrounding gold mines; how can I make it so where the single tree of life in the center of these gold mines is able to capture all of them?

and

2) I am using a hero leveling system, where a hero enters a region and is transported to another region where he can spawn creeps. However, I am getting mixed up here. My triggers look a little like this:

Event: Unit enters region
Conditions: Unit equals hero
Actions: Unit move instantly to region

However, if I use this trigger for both regions, the hero will be moving back and forth simultaneously. The hero needs to enter a region (portal) to be transported to the other region (other portal), which is also the same portal to leave and be transported back to the region where the hero originally came from. Please help! Additional triggers located below

Code:
Left Side
    Events
        Unit - A unit enters Hero Teleport Left <gen>
    Conditions
        ((Entering unit) is A Hero) Equal to True
        (Owner of (Entering unit)) Equal to Player 1 (Red)
    Actions
        Set RegionLeak = Left Transport <gen>
        Unit - Move (Entering unit) instantly to (Center of RegionLeak), facing Default building facing degrees
        EGUI Leak - Remove (Center of RegionLeak)

Code:
Able to Leave Left side
    Events
        Unit - A unit enters Able to Leave left side <gen>
    Conditions
        ((Entering unit) is A Hero) Equal to True
        (Owner of (Entering unit)) Equal to Player 1 (Red)
    Actions
        Trigger - Turn on Left Side Leave <gen>

Left Side Leave
Events
Unit - A unit enters Left Transport <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Set RegionLeak = Hero Teleport Left <gen>
Unit - Move (Entering unit) instantly to (Center of RegionLeak), facing Default building facing degrees
EGUI Leak - Remove (Center of RegionLeak)
Trigger - Turn off (This trigger)


Note: I realize these are horribly wrong.
 

Ryushi

"I will stand, or I will fall. I will not sit."
Reaction score
59
For the first question, I'm not sure, but I'd assume its hard coded. If it is hard coded, you would have to trigger it.
For the second question, you can turn the other trigger off, move the unit, then turn the trigger back on again to prevent the trigger from returning the unit. So your two triggers would look something like this:
Trigger:
  • Trigger 1
    • Events
      • Unit - A unit enters Region 1
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • Trigger - Turn off Trigger 2 &lt;gen&gt;
      • Set TempPoint = (Center of Region 2)
      • Unit - Move (Triggering unit) instantly to TempPoint
      • Custom script: call RemoveLocation (udg_TempPoint)
      • Trigger - Turn on Trigger 2 &lt;gen&gt;

Trigger:
  • Trigger 2
    • Events
      • Unit - A unit enters Region 2
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • Trigger - Turn off Trigger 1 &lt;gen&gt;
      • Set TempPoint = (Center of Region 1)
      • Unit - Move (Triggering unit) instantly to TempPoint
      • Custom script: call RemoveLocation (udg_TempPoint)
      • Trigger - Turn on Trigger 1 &lt;gen&gt;
 

inevit4ble

Well-Known Member
Reaction score
38
There's no need to turn the triggers off, you could just use a boolean to check to see if the hero is ready to return or not.

You could even use a chat phrase to trigger the teleport instead of an automatic one.


On the subject of the gold mine, what I can suggest is if it is hard coded then a solution might be to create dummy trees of life next to each mine to capture each one but the player would only have access to the 1 you decide and others "will not exist".
 

StRoNgFoE.

New Member
Reaction score
9
I received the same problem with those triggers, but I decided to do the spawning system differently. Thank you! If anyone knows how to allow a tree of life at starting region to be able to entangle all surrounding gold mines, it would be greatly appreciated :)
 

inevit4ble

Well-Known Member
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38
I was interested in this gold mine issue so I did some testing.
I first determined that the ability used to entangle a mine is "Entangle Gold Mine" and it then gives the "Entangle Gold Mine Ability" to the entangled mine. I thought you might be able to increase the number of targets which you can't but I did notice in the ability one that you can manipulate the speed to gold collection and stuff like that.

Secondly, I tried spawning standard dummy units(footmen) with the Entangle spell and order the cast but they weren't allowed to use the ability so that failed.

Next I tried having 3 trees of life for 3 mines and ofcourse that worked, so then I tried to remove the extra ones after they had entangled the mines but once they disappear so does the entangled mine, it reverts back to a standard one.

So lastly I tried having the 3 trees for the 3 mines, order them to entangle the mines then hid them. SUCCESS!

Even though the extra trees were "there" they make no difference to the game. They obviously don't cause collision issuing because hiding a unit turns collision off, collecting gold from those mines works in the same way and you could do this for any amount of mines.

Basic Trigger:
Trigger:
  • Untitled Trigger 002
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Order Tree of Life 0001 &lt;gen&gt; to Night Elf Tree Of Life - Entangle (Instant) Gold Mine 0016 &lt;gen&gt;
      • Unit - Order Tree of Life 0018 &lt;gen&gt; to Night Elf Tree Of Life - Entangle (Instant) Gold Mine 0015 &lt;gen&gt;
      • Unit - Order Tree of Life 0017 &lt;gen&gt; to Night Elf Tree Of Life - Entangle (Instant) Gold Mine 0014 &lt;gen&gt;
      • Unit - Hide Tree of Life 0017 &lt;gen&gt;
      • Unit - Hide Tree of Life 0018 &lt;gen&gt;
 

Accname

2D-Graphics enthusiast
Reaction score
1,463
You dont need to trigger the portal at all since there is a portal unit in the game using a portal ability. You can just use that and simply create a trigger to spawn the creeps.
 

StRoNgFoE.

New Member
Reaction score
9
Hey, I'm not sure how to post up War3 GUI formatted triggers like that, so I'll have to use code.

How does this look?


Code:
Night Elf Entangle
    Events
        Map initialization
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Race of Player 1 (Red)) Equal to Night Elf
            Then - Actions
                Set RegionLeak = Red NE 1 <gen>
                Unit - Create 1 Dummy Tree of Life for Player 1 (Red) at (Center of RegionLeak) facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle Gold Mine 0069 <gen>
                EGUI Leak - Remove (Center of RegionLeak)
                Set RegionLeak = Red NE 2 <gen>
                Unit - Create 1 Dummy Tree of Life for Player 1 (Red) at (Center of RegionLeak) facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle Gold Mine 0068 <gen>
                EGUI Leak - Remove (Center of RegionLeak)
                Set RegionLeak = Red NE 3 <gen>
                Unit - Create 1 Dummy Tree of Life for Player 1 (Red) at (Center of RegionLeak) facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle Gold Mine 0027 <gen>
                EGUI Leak - Remove (Center of RegionLeak)
                Set RegionLeak = Red NE 4 <gen>
                Unit - Create 1 Dummy Tree of Life for Player 1 (Red) at (Center of RegionLeak) facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle Gold Mine 0026 <gen>
                EGUI Leak - Remove (Center of RegionLeak)
                Set RegionLeak = Red NE 5 <gen>
                Unit - Create 1 Dummy Tree of Life for Player 1 (Red) at (Center of RegionLeak) facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle Gold Mine 0024 <gen>
                EGUI Leak - Remove (Center of RegionLeak)
                Set RegionLeak = Red NE 6 <gen>
                Unit - Create 1 Dummy Tree of Life for Player 1 (Red) at (Center of RegionLeak) facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle Gold Mine 0070 <gen>
                EGUI Leak - Remove (Center of RegionLeak)
                Set RegionLeak = Red NE 7 <gen>
                Unit - Create 1 Dummy Tree of Life for Player 1 (Red) at (Center of RegionLeak) facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle Gold Mine 0071 <gen>
                EGUI Leak - Remove (Center of RegionLeak)
            Else - Actions
 

inevit4ble

Well-Known Member
Reaction score
38
use [ wc3 ] [ /wc3 ] tags.

Looks ok. Main thing though, you're set a region to a variable, rather set a point ie. MyPoint = Center of Red NE 5 and create unit at MyPoint. Then to destroy you would use "call RemoveLocation(udg_MyPoint)". But it should work
 
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