| Chakra X Trigger | |
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Madhatters Admin
Posts : 149 Join date : 2011-10-11
| Subject: Chakra X Trigger Sat Dec 17, 2011 6:54 pm | |
| I'm pretty sure the X trigger you gave me causes the game to automatically kick people when they join it on roc. It also prevents the regular wc3 world editor from saving the map, but NewGen was able to save it, i assume that has something to do with why it kicks people. | |
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Chakra
Posts : 99 Join date : 2011-11-28 Age : 39
| Subject: Re: Chakra X Trigger Sat Dec 17, 2011 7:14 pm | |
| Works 100% on RoC (this is nearly the same trigger from Fixus). Perhaps it is the specific ability you are using for it? Mine is Windwalk. The normal editor doesn't have the ability to declare natives. This is why only NewGen can save it (it actually moves the native declaration to the proper place). This is how it actually looks for meh: The native is declared in the map header (above folders). sheep.xability -> points to 'A00D', a custom ability based off Windwalk. sheep.dability (used for D hotkeys) -> points to AOww, based off Bladestorm (not recommended unless NEEDED, will disable the command card for a second). And yeah... works fine for meh. :X | |
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Madhatters Admin
Posts : 149 Join date : 2011-10-11
| Subject: Re: Chakra X Trigger Sat Dec 17, 2011 7:50 pm | |
| I also use windwalk, ID=A00G. The trigger looks like: - Code:
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native GetBuilding takes player p returns unit
function Trig_sheepDestroyLastFarm_Actions takes nothing returns nothing if GetSpellAbilityId() == 'A00G' then call RemoveUnit(GetBuilding(GetOwningPlayer(GetTriggerUnit()))) endif endfunction
//===================================================================== function InitTrig_sheepDestroyLastFarm takes nothing returns nothing local trigger t = CreateTrigger() call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_CAST) call TriggerAddAction(t, function Trig_sheepDestroyLastFarm_Actions) endfunction I also tried putting the native line in the header, but that prevented the map from being hosted on tft as well. I'm probably just doing something noob, but idk. | |
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Chakra
Posts : 99 Join date : 2011-11-28 Age : 39
| Subject: Re: Chakra X Trigger Sat Dec 17, 2011 8:20 pm | |
| It worked for me (on RoC) by:
1) Making a New Map. 2) Remove default triggers. 3) Made a trigger called "sheepDestroyLastFarm" 4) Converted it to custom text. 5) C/P your exact text into sheepDestroyLastFarm. 6) Copied Wind Walk with ability ID A00G, modified relevant shits. 7) Gave A00G to the peasant. 8) Modified farm so it can be built freely.
And it worked on RoC 100%.
I'd like to say that, from what I know, optimizers don't 100% work with the native declarations. Specifically, the "Compress names" option in Wc3 Map optimizer 4.9 by Vex. That is one possible reason for it not working. However, when I do enable this option, the map simply become unhostable. :X | |
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Madhatters Admin
Posts : 149 Join date : 2011-10-11
| Subject: Re: Chakra X Trigger Sat Dec 17, 2011 9:09 pm | |
| Odd... I tried my map without optimizing it at all, and that didnt work, then I tried what you said and that worked, then I tried deleting every trigger in my revo except the X trigger and that worked, then I tried deleting just the X trigger and that worked, then I tried deleting every trigger except the -c x trigger(an irrelevant trigger) and the X trigger and that didn't work.
So for some reason, if the X trigger is in the map along with any other trigger, the game can't be joined on roc. Any ideas? | |
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Chakra
Posts : 99 Join date : 2011-11-28 Age : 39
| Subject: Re: Chakra X Trigger Sun Dec 18, 2011 1:07 am | |
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Madhatters Admin
Posts : 149 Join date : 2011-10-11
| Subject: Re: Chakra X Trigger Sun Dec 18, 2011 2:31 am | |
| Thats actually the first thing i did when it didnt save originally.. went and downloaded that:P | |
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SharingMyHeroes
Posts : 105 Join date : 2011-10-04
| Subject: Re: Chakra X Trigger Tue Dec 20, 2011 7:53 pm | |
| I feel lost on that topic. | |
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| Chakra X Trigger | |
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