| 03-16-2003, 06:22 PM | #1 |
Hi for those of you who know how to make maps and work with triggers in the World Editor. I have a problem.I try to make a New Event where the Owner of a Triggering Unit targets another unit. In the Conditions I put that the Issued order must be equal to holybolt(converts the string to an order). In the Actions I put Display Text to Force for 30 seconds "HOLYBOLTT". Whenever I cast HolyLight which is the spell associated with Holybolt Nothing happens. Can someone please help? |
| 03-16-2003, 07:21 PM | #2 | |
Quote:
never heard of that one before |
| 03-17-2003, 03:02 AM | #3 |
Guest | I think you answered your own question man Whenever I cast HolyLight which is the spell associated with Holybolt Try holylight......might work i don't know..... |
| 03-17-2003, 03:19 AM | #4 |
the hell isn't it now one of the biggest conflicts of the WE that there is hardly any triggers that work properly if work at all using spells like this so indepthly? |
| 03-17-2003, 01:40 PM | #5 |
What exactly is the event? It should look something like: Event - Unit owned by (Player 1) is given an order targeting a unit Condition - Issued Order is equal to "holybolt" Actions - Display text to (All Players) : "HOLYBOLTT" If you need to handle units owned by more than 1 player, you will need to have more than 1 event. |
| 03-18-2003, 05:14 AM | #6 |
Guest | Now are those the actual triggers? I couldn't find anything for "targets a unit" All I could find was "targets an object" "targets a point" and "has no target". I don't see why they wouldn't have "targets a unit" in there though. Do I just have an old version of WE? I thought the patches from bnet took care of WE also, if it even needed to be patched... Grrr. Ok, sorry, ignore that. "Aquires a target" is there. But is there a way to do somrething like this? Event - Unit owned by Player 1 Red Is Attacked Condition - Attacking Unit is a melee unit Equal to True Action - Display Text to All Players - "[Name of Attacked unit]: Get away from me, Whore!" Edit, more curiosity - I've got this trigger Event - Unit Awesome 0001<gen>Is Attacked Condition - Attacking Unit is a melee unit Equal to True Action - Display Text to All Players - Ragerunner says "Get away from me, Whore!" But I want there to be a delay between the texts if he has just said it, instead of seeing a string of "Get away from me, Whore!"s on the screen. Like, -If text "blah blah" is on screen, then skip remaining actions else do nothing -Display text to all players "blah blah" Is there an "if" for that? |
| 03-18-2003, 09:42 AM | #7 |
Guest | I'm not sure how timers work, but I'm pretty sure you can do something akin to the following: Use a boolean value and set it to true when you display the message. Check that it is false in the conditions of your display trigger. Also create a timer when you display the text. Create an event that when the timer expires, it sets the boolean back to false. If not, you could log the game time, and check 'Time Elapsed = Logged Game Time + 30 seconds'. (Not sure if you can do this, too lazy to check :P) Hope this helps |
| 03-18-2003, 12:16 PM | #8 |
Guest | Check that it is false in the conditions of your display trigger Sorry, I didn't quite understand that part. The rest I get, and it helps, but could someone re-explain this? |
| 03-18-2003, 12:43 PM | #9 |
In order to prevent a text message from displaying more than once in X seconds, simply make a cooldown timer. For example, Events - BoddoZerg is attacked Conditions - Remaining time on (TextCooldown) == 0.00 seconds. Actions - Display "BoddoZerg is being attacked!" to all players Ping minimap at location of (BoddoZerg) for all players for 2.00 seconds. Set (TextCooldown) to 10.00 seconds This trigger would display a text message every 10 seconds as long as BoddoZerg is under attack. |
| 03-18-2003, 05:42 PM | #10 |
Guest | Got it. Thanks :) |
| 03-19-2003, 08:23 AM | #11 |
Guest | What Boddo said. I guess you don't need a boolean :) |
