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i was wondering

05-28-2006, 03:58 AM#1
Tricket
could someone make me a hero/spell i would like to do like illidan does in the one movie where he opens a portal then goes through it but i would like to have a hero who opens 2 portals that act like a waygate basically and if possible be able to shut and reopen portals as much as possible
i would like it to be either a paladin or a archmage who has this/these powers if you need anymore info just state so.

i realize that this is kinda annoying but if someone could do this i could learn greatly from it.

Thanks to anyone

P.S or if someone would not mind they could give me directions though i have no real experience i screwed around with some things like spells editing people/units but thats about it and if someone would not mind could they also take me through steps for a map i am making but specify i will leave the details as necessary.
05-28-2006, 04:09 AM#2
Anopob
1st of all, I suggest you to learn atleast SOME triggering before you try to learn advanced things. Also, how much experience do you have with editing objects? I could maybe make some kind of waygate summon but it might take a while, and I'm not sure EXACTLY what you want.

EDIT: Do you want it to be like, you summon 2 portals at a time and you can move them around or are they permanent?
05-28-2006, 07:17 AM#3
Captain Griffen
Layout exactly what you want in clear English, and I may be able to help. Being vague means I don't know exactly what it is you want.
05-28-2006, 01:14 PM#4
Tricket
i want a hero who can summon 2 portals that act like portable waygates. The hero and any other unit can then travel between the 2. The portals are unsummonable like the undead buildings so the hero can close & open the portals as many times as the player wants.

is that clear enough?

2ndly i have made 2 of my own custom units which act like heroes in my own map. i have not even attempted triggering because i no clue really what it is or the language that it is in is there a book or something i could read to help me out i am currently in a computer tech class that is supposed to teach me some proggraming later on but that probably don't help here.


Totally different thing then the above NEED HELP ABOUT A MAP I AM MAKING:
Also i want to know how to make a map that is one player where you take only a specific amount of units and kill the enemy units basically just search and destroy how do i change it so you don't have to build a base if it needs triggering i can attempt it with step by step instructions. With that i have 3 players 1 is you 2 are units that you can find along the way however are they claimable by the 3rd player if they have units near them?

If anymore explanation is needed just tell me
05-28-2006, 02:25 PM#5
Captain Griffen
First advice, try triggering. WC3 has got probably the best GUI of any game for their triggers (aside from leaks which you should learn about, see a tutorial for that).

Anyway, for the spell (since I have no internet on my WC3 comp, I can't copy and paste the triggers). The Portal unit should be summoned by a spell, and have the waygate ability, as well as an ability to destroy itself (you can use something like thunder clap and set it to damage itself). Note that these are not multi-instancable, so say if you need them for different players/heroes:

Event:
A unit is summoned.
Condition:
Unit type of summoned unit is equal to PORTAL.
Action:
Kill Portal[0]. //Portal should be a unit array of size 2.
Set Portal[0] = Portal[1]
Set Portal[1] = Event response - Summoned unit.
Neutral Buildings - Enable waygate ability for Summoned unit.
Trigger - Run TRIGGER THAT IS BELOW checking conditions.

Event:
Every 1 second
Condition:
Portal[0] is Alive is equal to True
Portal[1] is Alive is equal to True
Action:
Set TempPoint = Unit position of Portal[1] //TempPoint is a point variable.
Neutral Buildings - Set Waygate Destination of Portal[0] to TempPoint
Custom Script: RemoveLocation udg_TempPoint
Set TempPoint = Unit position of Portal[0]
Neutral Buildings - Set Waygate Destination of Portal[1] to TempPoint
Custom Script: RemoveLocation udg_TempPoint

Event:
A unit dies.
Condition:
Unit type of dying unit is equal to Portal.
Action:
If Portal[0] is Alive is equal to true
Then set Portal[0] = Portal[1]
Else //nothing here, but don't put 'do nothing'
Neutral building - Disable waygate ability of Portal[1]
05-28-2006, 07:36 PM#6
Tricket
is there anyway you can get me a example like get the spell and put it on a disk or something and put it on your computer with internet and send it to me so i can look at it?

cause i really don't understand any of this and learn best by visual example i will read the tutorials and then try but if you could send it or something that would be great.
05-28-2006, 07:44 PM#7
Anitarf
Just open up the trigger editor and experiment, it's the easiest way to learn.

If you spent one hour in the trigger editor trying things out (I assume you have sufficient grasp of the english language to understand what various texts mean there), Captain Griffen's example wouldn't be confusing at all.
05-29-2006, 12:45 AM#8
Tricket
title/\ if someone could lay it out like it should be in the trigger editor....
then mabye i could do something its just all the weird words and stuff that screws me up.
05-29-2006, 12:50 AM#9
Tim.
Please do not title your posts; it's easier to understand if you just write your post in normally.
05-29-2006, 07:56 AM#10
Captain Griffen
Go to the trigger editor, through the menu at the top, and then 'add event', suprisingly enough, for the events, 'add condition' for conditions, and 'add action' for the actions. WC3's GUI is absolutely incredible in its simplicity. I'm betting 95%+ of us here learnt simply by fiddling about, and reading what it says in the GUI.
05-29-2006, 08:36 AM#11
Anitarf
As you would see if you spent only a bit of time in the editor (probably less time than it's going to take me to type this), each trigger consists of events, conditions and actions. Actions are what a trigger does; events determine when the trigger does that; conditions serve as an additional check before executing the actions, which will only be executed if the conditions are true.

So, as you can see, Captain Griffen already laid things out like they should be in the trigger editor. The event/condition/action format clearly indicates his example consists of three individual triggers, each with it's own events, conditions and actions that shouldn't be too difficult to find in the GUI lists.

The only thing that might be confusing in the given example are the variables: the example uses a "unit array", that is a unit variable array which you define in the variable editor, a sub-window of the trigger editor, you can get to it by clicking the yellow X icon at the top of the trigger editor.
09-23-2006, 08:57 PM#12
illidan92
And by the way when you post a topic make the topic relevant to what you're tlaking about. I'm so tired of seeing "i was wondering" "help!" "how do I?" make it suitable to what you're saying.
09-24-2006, 02:39 AM#13
darkwulfv
necromancer!! This thread is like 4 months old you know...