Ok i found a nice way to create this effect but it included 320 points.. and triggers that include create actor at point.. this unfortunately starts to lag the map at about 80 actors if your in its vicinity was wondering if there was a way to remove these Create actor at points possibly Remove last created actor at point?
Was wondering if there was a way to create a wall of waterfall doodads that would move via triggers? Didn't have the slightest clue how to start and was wondering if anybody could give me some starters..
Added the condition but still did not work the 2nd time around any other suggestions?
Event: Flame Gut (104.04 36.92) dies
Variable: Dying Unit Type = (Unit type of ( Triggering Unit )
Condition: ( Unit Type of (Triggering Unit) == Flame Gut
Action: Destroy Lava Timer Window
Trigger - Turn Lava Surge off
Trigger - Turn Lava Raise off
Trigger - Turn Lava Lower off
Wait for Fire Boss to execute and Don't Wait until it completes (( this is a unit enters region event to start the lava raise/lower ))
Create 1 Dying Unit Type for player 15 at Flame Gut Start using default facing (No Options)
Trigger - Turn Lava Surge on
Trigger - Turn Lava Raise on
Trigger - Turn Lava Lower on
Now this works perfectly but only one time and I'm guessing it has to do with me using the value of the dying unit in my event? is there a way to use Unit type Flame gut dies for my event??
Ok I've decided to configure the stop a bit diffrently but i still run into a problem..
Event: Flame Gut (104.04 36.92) dies
Variable: Dying Unit Type = (Unit type of ( Triggering Unit )
Condition:
Action: Destroy Lava Timer Window
Trigger - Turn Lava Surge off
Trigger - Turn Lava Raise off
Trigger - Turn Lava Lower off
Wait for Fire Boss to execute and Don't Wait until it completes (( this is a unit enters region event to start the lava raise/lower ))
Create 1 Dying Unit Type for player 15 at Flame Gut Start using default facing (No Options)
Trigger - Turn Lava Surge on
Trigger - Turn Lava Raise on
Trigger - Turn Lava Lower on
Now this works perfectly but only one time and I'm guessing it has to do with me using the value of the dying unit in my event? is there a way to use Unit type Flame gut dies for my event??
I came across the need for a lava trigger in my map today and decided to use LagKillsMaps tutorial found below, but I only need to use the trigger long enough for a unit to reach a region after which it would kill all instances of the lava raising/lowering and sound effects.. I thought this would work?
Event: Any unit enters Region
Variable:
Condition:
Action: Trigger - Stop all instances of Raise Lava
Trigger - Stop all instances of Lower Lava
Trigger - Stop all instances of Lava Ini
Well apparently this simply is not it, and was wondering if there was a way I'm overlooking for stopping a trigger when a unit enters a region
alright question.. i need a condition that when Event:( unit enters region) Condition ( Unit has item .... ) Event (do this event) my question is what condition can you make that will return if unit has item = true? Basically trying to make trigger so when a character enters region in front of a door it will check to see if they unit is carrying a key for the specific door. If he does not have the key it will remain closed, If he does have the key then the door will run open gate order
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Not quite what i was going for
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I have events for all my bosses this would be one of them :P and consider it more a tidal wave effect using the waterfall doodad
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Ok i found a nice way to create this effect but it included 320 points.. and triggers that include create actor at point.. this unfortunately starts to lag the map at about 80 actors if your in its vicinity was wondering if there was a way to remove these Create actor at points possibly Remove last created actor at point?
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Was wondering if there was a way to create a wall of waterfall doodads that would move via triggers? Didn't have the slightest clue how to start and was wondering if anybody could give me some starters..
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Nice thanks guys works like a charm
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Added the condition but still did not work the 2nd time around any other suggestions?
Event: Flame Gut (104.04 36.92) dies
Variable: Dying Unit Type = (Unit type of ( Triggering Unit )
Condition: ( Unit Type of (Triggering Unit) == Flame Gut
Action: Destroy Lava Timer Window
Trigger - Turn Lava Surge off
Trigger - Turn Lava Raise off
Trigger - Turn Lava Lower off
Wait for Fire Boss to execute and Don't Wait until it completes (( this is a unit enters region event to start the lava raise/lower ))
Create 1 Dying Unit Type for player 15 at Flame Gut Start using default facing (No Options)
Trigger - Turn Lava Surge on
Trigger - Turn Lava Raise on
Trigger - Turn Lava Lower on
Now this works perfectly but only one time and I'm guessing it has to do with me using the value of the dying unit in my event? is there a way to use Unit type Flame gut dies for my event??
0
Ok I've decided to configure the stop a bit diffrently but i still run into a problem..
Event: Flame Gut (104.04 36.92) dies
Variable: Dying Unit Type = (Unit type of ( Triggering Unit )
Condition:
Action: Destroy Lava Timer Window
Trigger - Turn Lava Surge off
Trigger - Turn Lava Raise off
Trigger - Turn Lava Lower off
Wait for Fire Boss to execute and Don't Wait until it completes (( this is a unit enters region event to start the lava raise/lower ))
Create 1 Dying Unit Type for player 15 at Flame Gut Start using default facing (No Options)
Trigger - Turn Lava Surge on
Trigger - Turn Lava Raise on
Trigger - Turn Lava Lower on
Now this works perfectly but only one time and I'm guessing it has to do with me using the value of the dying unit in my event? is there a way to use Unit type Flame gut dies for my event??
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Hmm figured this would be an easy question
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I came across the need for a lava trigger in my map today and decided to use LagKillsMaps tutorial found below, but I only need to use the trigger long enough for a unit to reach a region after which it would kill all instances of the lava raising/lowering and sound effects.. I thought this would work?
Event: Any unit enters Region
Variable:
Condition:
Action: Trigger - Stop all instances of Raise Lava
Trigger - Stop all instances of Lower Lava
Trigger - Stop all instances of Lava Ini
Well apparently this simply is not it, and was wondering if there was a way I'm overlooking for stopping a trigger when a unit enters a region
Here is a link for the tutorial I used
http://www.sc2mapster.com/forums/resources/tutorials/5365-trigger-terrain-make-lava-water-raise-and-lower/
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Nice took me a second to get the item to give behavior upon carrying but figured it out in due course and it works perfectly now TY TY TY
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alright question.. i need a condition that when Event:( unit enters region) Condition ( Unit has item .... ) Event (do this event) my question is what condition can you make that will return if unit has item = true? Basically trying to make trigger so when a character enters region in front of a door it will check to see if they unit is carrying a key for the specific door. If he does not have the key it will remain closed, If he does have the key then the door will run open gate order