| 08-23-2003, 12:13 AM | #1 |
OK first ill tell you what i want the trigger to do, I need a trigger that whenever a player enters a certain region that it will create a certain item if the item isnt present... now ive tried many different triggers and this is what i have so far but it dosent work: Pistol1 Events Unit - A unit enters Pistol1 <gen> Conditions Actions Item - Pick every item in Pistol1 <gen> and do (Wait 0.00 seconds) If ((Item-type of (Picked item)) Equal to Pistol) then do (Do nothing) else do (Trigger - Turn on Pistol1 Pt2 <gen>) 2nd Trigger: Pistol1 Pt2 Events Conditions Actions Item - Create Pistol at (Center of Pistol1 <gen>) Trigger - Turn off (This trigger) If someone could tell me an alternate triger, or a way to fix this trigger than that would be great! |
| 08-23-2003, 12:28 AM | #2 |
Guest | ok you will need to know variables(i think) to do whut you need to do go here and look for the part about opening the door with the keys and you should get the picture and use it solve your problem EDIT: ok i read throu the link a little more and found that it dosnt help that much. try adding Event: unit enters regionX Conditon: HeroX has itemX equl to false Action: creat itemX at center of regionX it should work but i wont know beacus i dont have my Tft disk with me:( |
| 08-23-2003, 12:30 AM | #3 |
This assumes you know how to use variables.. who knows, maybe that tutorial will become useful for you. This replaces both previous triggers. PistolSpawnArea is the region name of the region I used. NumberOfPistols is an integer value, default value 0. Pistol is the item name of the item I assume is a pistol. Code:
Pistolage
Events
Unit - A unit enters PistolSpawnArea <gen>
Conditions
Actions
Item - Pick every item in PistolSpawnArea <gen> and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Pistol
Then - Actions
Set NumberOfPistols = (NumberOfPistols + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
NumberOfPistols Equal to 0
Then - Actions
Item - Create Pistol at (Center of PistolSpawnArea <gen>)
Else - Actions
Set NumberOfPistols = 0
|
| 08-23-2003, 01:00 AM | #4 | |
Quote:
thing about whut ur saying to me is something ive already tried, and it didnt work either, jus kept creating the item even if it was there...so the answers to your variables suggestion is wrong, unless i used the variables wrong. Check out this trigger i used with variables: Sun Key in Region ItemLocation Events Unit - A unit leaves ItemLocation <gen> Conditions Actions Set booleanItemChecker = True Item - Pick every item in ItemLocation <gen> and do (If ((Item-type of (Picked item)) Equal to Sun Key) then do (Set booleanItemChecker = True) else do (Do nothing)) If (booleanItemChecker Equal to False) then do (Item - Create Sun Key at (Center of ItemLocation <gen>)) else do (Do nothing) Maybe I just did it wrong, but anyway Norbo the problem with the continious if-then triggers is ive already tried that to and it did the same thing as the other trigger I have...well anyway thaks for the help |
| 08-23-2003, 01:06 AM | #5 |
You sure? That trigger would, in theory, work.. Gotta put this if's within the Picked Item loop.. I don't see any logical reason why, if copied exactly, that wouldn't work. Although, WC3 doesn't always seem to obey logic on the surface. |
| 08-23-2003, 01:58 AM | #6 |
oh sorry norbo when i was writing that i was writing it in response to the first post you wrote, havent tried second thing yet ill do it right now to see |
| 08-23-2003, 02:24 AM | #7 |
NORBO YOU ARE MY GOD.... Thank you now I can continue with all my other triggers... If i ever need help Ill PM U Thanks man! |
