trigger help on my map.

xericho

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Im planning to make a x-men map based on the dota map although its gonna be X-men Against the brotherhood, i already have the hero and spells but i dont have any idea on what triggers the dota map uses, also, i only have a 1.15 editor, so could you guys help me on what are the 1st triggers that i should put in my map?
 
Well at the start of my maps I usually put messages that will appear at the start of the game, or cinematics.

It varies with different people but it doesn't really matter what you put in 1st becasue even if you put start messages as the last trigger it will still appear first.

Just do the big parts first then the minor stuff later.
Anyway, it's really up to you,
-Husky
 
yup the order they come in doesnt matter so if your first trigger has the event : time - time passed is 99 seconds it will still appear after your last trigger even if its events are time - time passed is 0.1 second

so theres no order.. just do like husky_003 said.. big parts first and minor l8r...
 
thanks, could you guys tell me how to do a trigger that is like dota's revive? you know, revives the unit at the tavern and the revival time depends on the level, kinda dont know how to do that yet.
all ive finished is the terrain, im kinda still noobie on triggers.
 
a simple way

one simple way could be like this
Code:
Revive heroes
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) is A Hero) Equal to True
    Actions
        Game - Display to (Player group((Owner of (Dying unit)))) the text: (Your Hero has died, please wait  + ((String(((Hero level of (Dying unit)) x 2))) +  Seconds for your hero to be revived))
        Wait ((Real((Hero level of (Dying unit)))) x 2.00) seconds
        If ((Dying unit) Equal to (Random unit from Force1)) then do (Hero - Instantly revive (Dying unit) at (Center of Revive <gen>), Hide revival graphics) else do (Do nothing)
        If ((Dying unit) Equal to (Random unit from Force2)) then do (Hero - Instantly revive (Dying unit) at (Center of Revive 2 <gen>), Hide revival graphics) else do (Do nothing)

For it to work you need to add the heroes to the unit groups, this you could do at hero selection so when each player picks a hero it is added to the correct group.

You can also add timer windows and stuff like that but mainly this method works.. Hope it Helps

-Sheep_Quest
 
There are so many posts answering this question!
But it's a pleasure to help someone to discover TH.
In the link bar there's a "Search" button.
You will be amazingly surprised how many people asked about a revive system.
Anyhow, with a little custom scripting...
Code:
Events
    A Unit dies
Conditions
    Dying unit is A hero
Actions
    Custom script - local unit hero = GetDyingUnit()
    Wait 10.0 + ( 5.0 x (Get Hero level of Dying unit) ) seconds
    Custom script - call ReviveHeroLoc(hero, GetRectCenter(udg_ReviveArea), true)
 
Sheep_Quest said:
Code:
Revive heroes
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) is A Hero) Equal to True
    Actions
        Game - Display to (Player group((Owner of (Dying unit)))) the text: (Your Hero has died, please wait  + ((String(((Hero level of (Dying unit)) x 2))) +  Seconds for your hero to be revived))
        Wait ((Real((Hero level of (Dying unit)))) x 2.00) seconds
        If ((Dying unit) Equal to (Random unit from Force1)) then do (Hero - Instantly revive (Dying unit) at (Center of Revive <gen>), Hide revival graphics) else do (Do nothing)
        If ((Dying unit) Equal to (Random unit from Force2)) then do (Hero - Instantly revive (Dying unit) at (Center of Revive 2 <gen>), Hide revival graphics) else do (Do nothing)
You are assuming that no units will die while the trigger is waiting.
If a unit dies during the wait, the value of (Dying unit) will be changed.
Hence that I used locals (somewhat tedious for GUI, but a great feature in fact)
 
thanks! the trigger works perfectly! im glad i found this site out, never saw the search button before though hehe.
 
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