R
Ricky
Guest
Hi~Ricky Favorite traps: Avalanche traps (very cool)
Hi to all reading this. Some people want to make maps that have really good realism or have traps and suchlike. But unfortunately some don't know how to do so. So I'm writing this tut to tell them how to make traps and effects for natural or maybe even unnatural causes. But before i begin i have got to say i do not have the editor up in front of me so just bare with me please folks.Thanks
So first we open up the editor and either make a new map or load an already made one you want to add effects or traps to. I will start with the traps:
Elevator Traps
Righty ho elevators. For an elevator trap we need 3 things : an open space, a hole the exact size of an elevator (i would put it as 2 down otherwise my trigger examples wont work)Note: place use the p key to see if it is in the right place. Now for people who already know how to use elevators i shall just say you that you need a trigger to make the elevator get into position, a trigger to make people fall into the trap and either a release mechanism or a way to kill those stuck down their.
But for you who do not know i shall explain in full detail. once we have the hole and the elevator we need elevator walls, if i can remember correctly they are in the place were you find elevators. you will need one on two opposite sides i shall explain now why not all four sides:unrealistically the elevator walls are longer than the elevators and the elevators walls cant overlap and i have stupidly forgotten how to get around this so i cover up the 2 sides without an elevator wall with props,trees, landscape and suchlike. Now we need the triggers.
First we need to get the elevator in position:
now this will set the elevator in its position next we need is the trigger to trap a unit. First put a region over the area the elevator is in then do this trigger.
this will catch a unit but it wont be reusable and the unit is now stuck forever but what you could do is this as the trigger to add a bit more spice:
this will kill the unit and reset the elevator for its next victims. If you want a release mechanism you would not use the trigger above but the trigger above that and then make this trigger:
This will let players now run over the trap without being trapped when the boss dies but if you want it so the trap is reusable and the players cant run over it take off turn off trigger catch unit and open east elevator wall. You can also change the events so you stand on a button to release or something.
You might want to fiddle and experiment with this you could try making the elevator go up instead of down.Or maybe when your down you can activate something so you have to go down to finish the game.
Thats about it for now on elevator traps on to:
Fire traps
Now we all like fire traps They are fun to play with and we can do a lot of different things with them like.....making traps For now I'm going to tell you how to make a trap appear randomly in an area. Lets say it is the scorching plains (or something dramatic) and that fires is constantly starting and going all over the place now we need to make this happen.
First we need the plains make an area of land or scorched i recommend using outlands tileset or something make the place look all fiery and abandoned with scorched trees and burnt down buildings with very little vegetation and wildlife. Then cover the great plains with....a region.
Now there are 2 ways to do this: you can use only triggers for the whole thing or you can do what I'm going to tell you using dummy units.
I'm using dummy units: 1. i don't know how to randomly create fire traps on the plains then damage the people at that point i only know how to do this at a fixed point. 2. I always use dummy units for these things so i understand these better.
So lets get started first we need to make the ability a custom flame strike. Base it off as a flame strike and make its casting range the max it can go. Then set its damage to the amount you want for when someone gets hit by the fires of your plain. now we set the cooldown to 0.01. Next we make the dummy unit and give it the custom spell. now place one in a safe place.
Now we need the triggers:
This would be a way to cast fire traps at a random place. But now we shall make it at a fixed place which can be made into a maze.
I shall tell you how to make one trap then you could make it into a maze maybe or just make a lot of them. But first we need a small region were it will be.
That would be a basic fire trap trigger that only hits a single place at a repetitive rate you could use triggers to stop fire traps and make mazes out of them. Play around I'm sure you will find something to your liking.
Now for my very favorite:
oooo I'm soo excited
The Avalanche Traps
Right i love these i do there are just so many cool things you can do with them. We shall start with the crumbling mountain mwahahahahahahahaha!
First we need the crumbling mountain. To make this make a path really high up and really rocky make it look treacherous and realistic. The make a higher part of it behind the path were you cant get to thats a higher part of the mountain that you cant get to. Like this
########### #=mountain
--------------- -=mountain path
there is no gap between the mountain and path.
next we make a region one in the center of the path one a small distance to the right and to the left.
Now we need the triggers: The thing with this first crumbling mountain version is that you then cant use the path. But it does give a really cool effect To make it so that they cannot get past the rocks when they are there you should change the rocks chunk destructible so it has godlike regeneration or unlimited health or just make it invulnerable so they cant destroy it and carry on!
this should do the following: when someone enters the middle region the camera starts shaking a message comes up the screen fades out with a black screen. Rocks appear on the two sides of the middle region trapping all in the center. The camera stops shaking, The camera fades back in.
When it comes back in the players will see their units trapped between unmovable rocks.
Now this will trap the units forever unless you make a release mechanism or a way to kill them. I shall start with A release mechanism (keeping in mind there are a lot of ways to do it) we shall use a bridge to get them out.
First you have to make a bridge from the center of the place they are stuck with to a piece of land that lets them get away.
Then in the map initialization trigger you put close bridge 001 (the bridge that you just placed) then you make the release mechanism
another thing you could do is a cool death for the trapped units.
First you make a new ability. Base it off as stampede then change the projectile type to some kind of rock (i know it is passable i have done it in another map) then change the width to match the distance to the right blockade of rocks and the left blockade of rocks. The make the length to the distance of were the dummy unit is going to be and the units at the bottom that are going to be killed. Then make sure that it is a unit ability.
Then make the dummy unit and give it the ability and place the dummy unit at the top of the mountain.
Then you would change the avalanche trigger to the following
This will trap then free or kill units that get caught by the crumbling mountain mwahahahahahahahahaaaaaaa!
The other thing you can do is using the avalanche ability you can make falling rocks that you have to doge. Or make a shockwave ability that is slower and the projectile looks like a rock. There are just so many things you can do with it.
Now that my favorite part is over we will go on to the bridge trap:
The bridge trap
Bridge traps....hmmm wonder what he means? How can you make a trap with a bridge? hmmmmmmmmm. Is that what your thinking? Well even if your not heres how:
First we make a river at the place of the bridge make shallow water then make a bridge across the river above the shallow water. Then make 2 regions one a bit higher up the river and one a bit lower down the river. and then make a region in the area of the center of the bridge.
Now we have to make an ability. Base it off as permanent immoliation then change its damage to the max. make it invisible. and make its range quite small so it kills all who come very close to it.
Then make a new unit base it off as a sheep(waterborne) change its model file to a waterfall. Then give it the ability your custom immoliation. Then give it the ability locust (not swarm locust) This makes it invulnerable and unelectable.
Now we make the triggers:
Usually when a bridge is closed you still cant go were it used to be...but removing it completely removes it from the game so there is nothing for others to collide into!
With this done what will happen is: When a unit enters the center of the bridge the bridge will collapse and a unit that looks like a waterfall and cant be killed or selected will appear run past the units in the shallow water its immoliation will kill the units it shall run down the river and then disappear.
For now that all on the Traps but i will add more as they come to me.
Now finally we are on to:
Effects
This section is rather small as most of the effects that I'm going to tell you are pretty much the same with a difference that changes its effects the first being the top of a volcano. For this make the following trigger:
This will create flamestrike at the top of the volcano and damage all who go there.
For an electrical Storm use the triggers for making lightning bolts and make them come in a random place in your thunder plains like this:
The amount of them should add a lot more realism. I expect this is not what it says when you make a lightning bolt using a trigger but as i said i don't have the editor in front of me.
Thats all for now if i get more ideas i will put them up here or if anyone suggest on how to make another effect.
Well thats all on this topic from me i do hope it has been very useful and if you have liked my tutorial please post up good comments and rate my tut. If you have any questions please ask them and if you have any criticism i don't mind as long as you make it constructive. Thanks Keep voting folks.
Hi to all reading this. Some people want to make maps that have really good realism or have traps and suchlike. But unfortunately some don't know how to do so. So I'm writing this tut to tell them how to make traps and effects for natural or maybe even unnatural causes. But before i begin i have got to say i do not have the editor up in front of me so just bare with me please folks.Thanks
So first we open up the editor and either make a new map or load an already made one you want to add effects or traps to. I will start with the traps:
Elevator Traps
Righty ho elevators. For an elevator trap we need 3 things : an open space, a hole the exact size of an elevator (i would put it as 2 down otherwise my trigger examples wont work)Note: place use the p key to see if it is in the right place. Now for people who already know how to use elevators i shall just say you that you need a trigger to make the elevator get into position, a trigger to make people fall into the trap and either a release mechanism or a way to kill those stuck down their.
But for you who do not know i shall explain in full detail. once we have the hole and the elevator we need elevator walls, if i can remember correctly they are in the place were you find elevators. you will need one on two opposite sides i shall explain now why not all four sides:unrealistically the elevator walls are longer than the elevators and the elevators walls cant overlap and i have stupidly forgotten how to get around this so i cover up the 2 sides without an elevator wall with props,trees, landscape and suchlike. Now we need the triggers.
First we need to get the elevator in position:
Code:
Elevator set
Events
Map initialization
Conditions
Actions
Destructible - Close East wall of Elevator (1) 0000 <gen>
Destructible - Open West wall of Elevator (1) 0000 <gen>
Destructible - Set height of Elevator (1) 0000 <gen> to 3
now this will set the elevator in its position next we need is the trigger to trap a unit. First put a region over the area the elevator is in then do this trigger.
Code:
Your Caught
Events
Unit - A unit enters Your Caught <gen>
Conditions
Actions
Destructible - Set height of Elevator (1) 0000 <gen> to 1
Destructible - Close West wall of Elevator (1) 0000 <gen>
this will catch a unit but it wont be reusable and the unit is now stuck forever but what you could do is this as the trigger to add a bit more spice:
Code:
Your Caught
Events
Unit - A unit enters Your Caught <gen>
Conditions
Actions
Destructible - Set height of Elevator (1) 0000 <gen> to 1
Destructible - Close West wall of Elevator (1) 0000 <gen>
Wait 10.00 seconds
Special Effect - Create a special effect at (Center of Your Caught <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit Group - Pick every unit in (Units in Your Caught <gen>) and do (Unit - Set life of (Picked unit) to 0.00)
Trigger - Run Elevator set <gen> (checking conditions)
this will kill the unit and reset the elevator for its next victims. If you want a release mechanism you would not use the trigger above but the trigger above that and then make this trigger:
Code:
Release elevator trap
Events
Unit - Sorceress 0000 <gen> Dies
Conditions
Actions
Trigger - Turn on Elevator set <gen>
Trigger - Turn off Your Caught <gen>
This will let players now run over the trap without being trapped when the boss dies but if you want it so the trap is reusable and the players cant run over it take off turn off trigger catch unit and open east elevator wall. You can also change the events so you stand on a button to release or something.
You might want to fiddle and experiment with this you could try making the elevator go up instead of down.Or maybe when your down you can activate something so you have to go down to finish the game.
Thats about it for now on elevator traps on to:
Fire traps
Now we all like fire traps They are fun to play with and we can do a lot of different things with them like.....making traps For now I'm going to tell you how to make a trap appear randomly in an area. Lets say it is the scorching plains (or something dramatic) and that fires is constantly starting and going all over the place now we need to make this happen.
First we need the plains make an area of land or scorched i recommend using outlands tileset or something make the place look all fiery and abandoned with scorched trees and burnt down buildings with very little vegetation and wildlife. Then cover the great plains with....a region.
Now there are 2 ways to do this: you can use only triggers for the whole thing or you can do what I'm going to tell you using dummy units.
I'm using dummy units: 1. i don't know how to randomly create fire traps on the plains then damage the people at that point i only know how to do this at a fixed point. 2. I always use dummy units for these things so i understand these better.
So lets get started first we need to make the ability a custom flame strike. Base it off as a flame strike and make its casting range the max it can go. Then set its damage to the amount you want for when someone gets hit by the fires of your plain. now we set the cooldown to 0.01. Next we make the dummy unit and give it the custom spell. now place one in a safe place.
Now we need the triggers:
Code:
The fires of The great Plains
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Dummy unit 0001 <gen> to Human Blood Mage - Flame Strike (Random point in The Great Plains <gen>)
This would be a way to cast fire traps at a random place. But now we shall make it at a fixed place which can be made into a maze.
I shall tell you how to make one trap then you could make it into a maze maybe or just make a lot of them. But first we need a small region were it will be.
Code:
single fire trap
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Special Effect - Create a special effect at (Center of single fire trap <gen>) using Doodads\Cinematic\FireTrapUp\FireTrapUp.mdl
Unit Group - Pick every unit in (Units in single fire trap <gen>) and do (Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 100.00))
That would be a basic fire trap trigger that only hits a single place at a repetitive rate you could use triggers to stop fire traps and make mazes out of them. Play around I'm sure you will find something to your liking.
Now for my very favorite:
oooo I'm soo excited
The Avalanche Traps
Right i love these i do there are just so many cool things you can do with them. We shall start with the crumbling mountain mwahahahahahahahaha!
First we need the crumbling mountain. To make this make a path really high up and really rocky make it look treacherous and realistic. The make a higher part of it behind the path were you cant get to thats a higher part of the mountain that you cant get to. Like this
########### #=mountain
--------------- -=mountain path
there is no gap between the mountain and path.
next we make a region one in the center of the path one a small distance to the right and to the left.
Now we need the triggers: The thing with this first crumbling mountain version is that you then cant use the path. But it does give a really cool effect To make it so that they cannot get past the rocks when they are there you should change the rocks chunk destructible so it has godlike regeneration or unlimited health or just make it invulnerable so they cant destroy it and carry on!
Code:
Avalanche
Events
Unit - A unit enters avalanche start <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Cinematic - Turn cinematic mode On for (All players)
Camera - Shake the camera for Player 1 (Red) with magnitude 50.00
Game - Display to (All players) the text: Our presence has b...
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
this should do the following: when someone enters the middle region the camera starts shaking a message comes up the screen fades out with a black screen. Rocks appear on the two sides of the middle region trapping all in the center. The camera stops shaking, The camera fades back in.
When it comes back in the players will see their units trapped between unmovable rocks.
Now this will trap the units forever unless you make a release mechanism or a way to kill them. I shall start with A release mechanism (keeping in mind there are a lot of ways to do it) we shall use a bridge to get them out.
First you have to make a bridge from the center of the place they are stuck with to a piece of land that lets them get away.
Then in the map initialization trigger you put close bridge 001 (the bridge that you just placed) then you make the release mechanism
Code:
release of the mountain
Events
Unit - A unit enters Release mechanism <gen>
Conditions
Actions
Destructible - Open Long Natural Bridge (Diagonal 1) 0001 <gen>
Trigger - Turn off (This trigger)
another thing you could do is a cool death for the trapped units.
First you make a new ability. Base it off as stampede then change the projectile type to some kind of rock (i know it is passable i have done it in another map) then change the width to match the distance to the right blockade of rocks and the left blockade of rocks. The make the length to the distance of were the dummy unit is going to be and the units at the bottom that are going to be killed. Then make sure that it is a unit ability.
Then make the dummy unit and give it the ability and place the dummy unit at the top of the mountain.
Then you would change the avalanche trigger to the following
Code:
Avalanche
Events
Unit - A unit enters avalanche start <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Cinematic - Turn cinematic mode On for (All players)
Camera - Shake the camera for Player 1 (Red) with magnitude 50.00
Game - Display to (All players) the text: Our presence has b...
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of left avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Destructible - Create a Rock Chunks at (Center of right avalanche <gen>) facing (Random angle) with scale 1.00 and variation 0
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 5.00 seconds
Unit - Order Dummy unit 0001 <gen> to Neutral Beastmaster - Stampede (Center of the direction of the path <gen>)
This will trap then free or kill units that get caught by the crumbling mountain mwahahahahahahahahaaaaaaa!
The other thing you can do is using the avalanche ability you can make falling rocks that you have to doge. Or make a shockwave ability that is slower and the projectile looks like a rock. There are just so many things you can do with it.
Now that my favorite part is over we will go on to the bridge trap:
The bridge trap
Bridge traps....hmmm wonder what he means? How can you make a trap with a bridge? hmmmmmmmmm. Is that what your thinking? Well even if your not heres how:
First we make a river at the place of the bridge make shallow water then make a bridge across the river above the shallow water. Then make 2 regions one a bit higher up the river and one a bit lower down the river. and then make a region in the area of the center of the bridge.
Now we have to make an ability. Base it off as permanent immoliation then change its damage to the max. make it invisible. and make its range quite small so it kills all who come very close to it.
Then make a new unit base it off as a sheep(waterborne) change its model file to a waterfall. Then give it the ability your custom immoliation. Then give it the ability locust (not swarm locust) This makes it invulnerable and unelectable.
Now we make the triggers:
Code:
Bridge trap
Events
Unit - A unit enters Bridge trap <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Destructible - Close Long Natural Bridge (Horizontal) 0002 <gen>
Wait 0.50 seconds
Destructible - Remove Long Natural Bridge (Horizontal) 0002 <gen>
Unit - Create 1 Waterfall unit for Player 12 (Brown) at (Center of Up river <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To (Center of Down river <gen>)
Wait 5.00 seconds
Unit - Remove (Last created unit) from the game
Usually when a bridge is closed you still cant go were it used to be...but removing it completely removes it from the game so there is nothing for others to collide into!
With this done what will happen is: When a unit enters the center of the bridge the bridge will collapse and a unit that looks like a waterfall and cant be killed or selected will appear run past the units in the shallow water its immoliation will kill the units it shall run down the river and then disappear.
For now that all on the Traps but i will add more as they come to me.
Now finally we are on to:
Effects
This section is rather small as most of the effects that I'm going to tell you are pretty much the same with a difference that changes its effects the first being the top of a volcano. For this make the following trigger:
Code:
volcano effect
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Special Effect - Create a special effect at (Center of top of a volcano <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit Group - Pick every unit in (Units in top of a volcano <gen>) and do (Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 100.00))
This will create flamestrike at the top of the volcano and damage all who go there.
For an electrical Storm use the triggers for making lightning bolts and make them come in a random place in your thunder plains like this:
Code:
thunder plains
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Lightning - Create a Chain Lightning - Primary lightning effect from source (Center of Thunder plains lightning conductor <gen>) to target (Random point in Thunder plains <gen>)
Lightning - Create a Chain Lightning - Primary lightning effect from source (Center of Thunder plains lightning conductor <gen>) to target (Random point in Thunder plains <gen>)
Lightning - Create a Chain Lightning - Primary lightning effect from source (Center of Thunder plains lightning conductor <gen>) to target (Random point in Thunder plains <gen>)
Lightning - Create a Chain Lightning - Primary lightning effect from source (Center of Thunder plains lightning conductor <gen>) to target (Random point in Thunder plains <gen>)
Lightning - Create a Chain Lightning - Primary lightning effect from source (Center of Thunder plains lightning conductor <gen>) to target (Random point in Thunder plains <gen>)
Lightning - Create a Chain Lightning - Primary lightning effect from source (Center of Thunder plains lightning conductor <gen>) to target (Random point in Thunder plains <gen>)
Lightning - Create a Chain Lightning - Primary lightning effect from source (Center of Thunder plains lightning conductor <gen>) to target (Random point in Thunder plains <gen>)
The amount of them should add a lot more realism. I expect this is not what it says when you make a lightning bolt using a trigger but as i said i don't have the editor in front of me.
Thats all for now if i get more ideas i will put them up here or if anyone suggest on how to make another effect.
Well thats all on this topic from me i do hope it has been very useful and if you have liked my tutorial please post up good comments and rate my tut. If you have any questions please ask them and if you have any criticism i don't mind as long as you make it constructive. Thanks Keep voting folks.