Tower transmute trigger

louis_9300

New Member
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Some problems in WC editor

Hello,

Problems:
Hi my latest problems are posted in the latest replys in this thread, take sometime to help me...

I appreciate for your help... :p
 

XeNiM666

I lurk for pizza
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138
add a dummy ability to the tower.

when the tower casts the ability, check the unit-type of the caster then remove it.

then example, if the casting unit is a Arrow Tower, create a Arrow tower item/

just make an item for each tower.
 

louis_9300

New Member
Reaction score
3
add a dummy ability to the tower.

when the tower casts the ability, check the unit-type of the caster then remove it.

then example, if the casting unit is a Arrow Tower, create a Arrow tower item/

just make an item for each tower.

Im currently new to editor,could u show me the triggers settings as a example?
 

XeNiM666

I lurk for pizza
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ill explain it one by one.

1. Make an ability based of any instant cast (War Stomp, Thunder Clap, etc...)
2. Create a trigger.
Code:
Transmute
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Transmute
    Actions
3. Check the unit-type of the caster and Remove it
Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        (Unit-type of (Triggering unit)) Equal to Scout Tower
    Then - Actions
        Unit - Remove (Triggering unit) from the game
    Else - Actions
4. Add the item. The item has another custom ability based on Tiny Farm, but instead of the Farm, use your Tower.
5. Add the item create to your trigger.
Code:
Set Point[1] = (Position of (Triggering unit))
Item - Create Scout Tower (Item Version) at Point[1]
Custom script:   call RemoveLocation(udg_Point[1])

Your final trigger:
Code:
Transmute
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Transmute
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Triggering unit)) Equal to Scout Tower
            Then - Actions
                Unit - Remove (Triggering unit) from the game
                Set Point[1] = (Position of (Triggering unit))
                Item - Create Tiny Barracks at Point[1]
                Custom script:   call RemoveLocation(udg_Point[1])
            Else - Actions

Just add some If (All Conditions are True) then do (Then Actions) else do (Else Actions) checking different unit-types
 

louis_9300

New Member
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3
Lo0ls,im stuck at the first step,
i cannot find,
Unit - A unit Starts the effect of an ability
>.<

ur code is generated in your WC editor ?
If it is,then maybe u can send me ur map tat creates those triggers,that will make it easier for us
 

XeNiM666

I lurk for pizza
Reaction score
138
Its under
Unit - Unit Generic Event
If you see it first, it displays you this
Code:
Unit - A unit [U][COLOR="RoyalBlue"]Dies[/COLOR][/U]
click the blue part and find Starts the effect of an ability
 

louis_9300

New Member
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3
Thanks XeNiM666 and Dragon...

I got 1 more qn,
Im making a tag game,i have a main builder with item slots,when my enemy die,it will drop a heart,how do i stop my main builder from taking the heart? but in the same time,although my main builder cannot take the heart,but my main builder can move the heart to another place.

Its like cannot take,but can drag it.
 

Weegee

Go Weegee!
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you mean kinda like in Vampirism Fire? i could do that... Would just take me a while and also i need to go to bed soo so ill do it ASAP but if its not in by tonight it will tomorrow =D
 

XeNiM666

I lurk for pizza
Reaction score
138
Code:
Stop
    Events
        Unit - A unit Acquires an item
    Conditions
        (Unit-type of (Triggering unit)) Equal to Main Builder
        (Item-type of (Item being manipulated)) Equal to Heart
    Actions
        Hero - Drop (Item being manipulated) from (Triggering unit)
 

louis_9300

New Member
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3
I made it without all the hassle


Here ya go

I tried to make a trigger like yours

when i press "packup",it turns into a item(which is correct). I used my main builder to pick the item up but when i press the item to rebuild it,my main builder disappear.

What is wrong with my trigger?
 

louis_9300

New Member
Reaction score
3
Code:
Stop
    Events
        Unit - A unit Acquires an item
    Conditions
        (Unit-type of (Triggering unit)) Equal to Main Builder
        (Item-type of (Item being manipulated)) Equal to Heart
    Actions
        Hero - Drop (Item being manipulated) from (Triggering unit)

I tried,but it does not work,when i use my main builder try to take the heart,my wc fatal error,how?
 

free_killing

TH.net Regular
Reaction score
23
Hmm, i dont really think you should make a map like this, since you are new.. =) Start with something easy, that would be the best
 

louis_9300

New Member
Reaction score
3
How do i stop my main builder from taking the heart? but in the same time,although my main builder cannot take the heart,but my main builder can 'drag' the heart??

Its like cannot take it,but can drag it along in whatever direction im going

=)
 

Weegee

Go Weegee!
Reaction score
102
xD he wouldn't know how to even get into custom text section let alone be able to move that trigger in the right position to let it work but that is a good alternate :D
 

Kelvin87

New Member
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14
Haha....nvm this is juz what i thought that using Jass Code should be easier way to solve the bugs rather than juz the original GUI codes:D
 
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