not sure how to make quest work

H

Heero Yuy

Guest
i know its possible... it would be dumb if it wasnt.

i want to know how to make my quest work.

ive made a quest that i and an ally need to destroy a computer player. and i dont know how to make the event that they are destroyed. like in starcraft its "player x owns 0 buildings" how would i make that work in warcraft III?

also, in the campaign, when you complete a quest, it says "you have completed a quest!" and shows completed in the f9 menu. how do you do that? and a few seconds later it will say you are victorious. i cant find a victory action.

i also have another question. how do set it so that the computer player just uses the standard ai, not some custom thing i have to draw up. i know there is one... you can set a computer to use it when you test an ai, but i dont see a trigger to make a computer use the standard ai.

help would be much appreciated.
 
Your trigger would be something like this:
Code:
Events
    Unit - A unit owned by [B]Player[/B] Dies
Conditions
    (Number of units in (Units owned by [B]Player[/B])) Equal to 0
Actions
    Quest - Mark ([B]Quest[/B]) as Completed
    Quest - Display to (All players) the Quest Completed message: You have completed ...
    Wait 5.00 seconds
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
    Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
    etc.
 
is there a way to make that so instead of destroying every unit, to have to destroy buildings?

and, for future reference, if you have multiple quests, then how do you specify which one you complete? cause one of em is not the last created quest, and thats the only option i see besides a variable, and i dont see a way to associate a variable with a quest.
 
Or, you could create a trigger that goes like this:

Event

Player - Defeat
Conditions
Actions

Quest - Mark quest a complete

Just set it to say "Player x leaves game with defeat." That should work.
 
Store each quest when created in a variable
Then refer in the triggers to the stored quest
 
Go to the variable editor, make a new variable of type "Quest".
Right after your "Quest - create" action, add
"Set variable", with your new variable, and set it to "(Last created quest)".
 
lumpy- it didnt work

steve- it didnt work

all i want to do is make THIS starcraft trigger in warcraft

Condition: player 3 commands 0 buildings

Action: victory for player 1

HOW do i do that??
 
This trigger will defeat any player that doesn't have any structures left anymore:

Code:
Defeat
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) is A structure) Equal to True
        (Number of units in (Units owned by (Owner of (Dying unit)) matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)))) Equal to 0
    Actions
        Game - Defeat (Owner of (Dying unit)) with the message: Defeat!

You may have some use for it...


So, player 1 wins if player 3 has no buildings:

Code:
Victory
    Events
        Unit - A unit owned by Player 3 (Teal) Dies
    Conditions
        ((Dying unit) is A structure) Equal to True
        (Number of units in (Units owned by (Player 3 (Teal)) matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)))) Equal to 0
    Actions
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)
 
The editor morphed alot and it takes work to understand i know becuase i knew nearly all starcraft fucantions by heart. "unit" not stands as both unit and builden.

You may have noticed condintions dont start triggers anymore events do. The condintaions are run to check if the trigger will keep going or not. It takes some getting used to and the relaship between events and conditions is prety werid.
 
when you have that event "a unit dies"

does it check the conditions every time a unit dies or only the first time?

basically im asking if an event happens, and a condition isnt true, does it overlook it until the event happens again?
 
Every time a unit will die the trigger will check the conditions, if they end up being true it will perform the actions.

So if you want the trigger to not run again once it ran once, simply use the "Trigger - Turn Off This Trigger" action.
 
oh good then its the opposite of starcraft here. in starcraft it only runs a trigger once unless you use preserve trigger. apparently it will run it over and over again in warcraft :)
 
Yup, it will always fire whenever the event happens unless you turn off the trigger manually.
 
i actually found a simpler way to make that trigger work

and thanks ^^

Code:
Victory
    Events
        Unit - A unit owned by Player 3 (Teal) Dies
    Conditions
        ((Dying unit) is A structure) Equal to True
        (Number of units in (Units owned by (Player 3 (Teal)) matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)))) Equal to 0
    Actions
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)

i simply replaced the second condition with this one:

Code:
(count structures controlled by Player 3 (Teal) (Include incomplete structures)) Equal to 0

works great ^^

only reason i used it is cause i cant figure out how to enter the original, and found this way by mistake lol



still need help with the ai. is the melee game ai script the one that the ai editor calls the "standard" ai?
 
thanks everyone with your help i finished my first map ^^

its not bad, imo.
 
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