Warcraft III resources & community, 2003–2006 · archived

Trigger: Creating a Bridge

11 posts
#1

Trigger: Creating a Bridge

I created the following trigger:

Event: Unit - A unit comes within 256.00 of Barrow Den 0001 <gen>

Condition: (Item carried by (Triggering unit) in slot 1) Equal to (Item carried by (Triggering unit) of type Acorns)

Actions: Destructible - Create a Long Natural Bridge (Diagonal 2) at (Center of Branchbirth1 <gen>) facing (Random angle) with scale 1.00 and variation 0
Wait 0.01 seconds
Animation - Play (Last created destructible)'s birth animation
Item - Remove (Item carried by (Triggering unit) in slot 1)


It works well, but I have one problem: when I play the map, and I "use" the acorns, the bridge will be activated, or better: created. but when I want to cross the bridge, I can't...

Anyone knows a solution for this problem? anything wrong with the trigger maybe?
#2
possibly because when you have the bridge created it is facing a random angle? that could cause a problem. also is this the model where the bridge is a tree? and then you knock it down to cross it? i had some problems with that model
#3
Nope: take a look at the trigger: there's nothing 'bout a tree being chopped, and about the angle: if I create a diagonal bridge, it's impossible to rotate it... and in game it points towards the right angle too

*bump
#4
oh no i was talkn about the modle itself lol not the trigger. the tree bridge needs to be knocked down dosnt it? to be crossed?
#5
The tree bridge does need to be knocked down... but it aint a very good tree.

With the bridge thingy its creating it either at a incomplete angle or its creating it to high or to low there is no real other explanation for it.
#6
when I play it, it looks like it has the perfect angle and height. When I place a bridge before playing the game, and I try to cross it (instead of using the trigger), it has the same height and angle, and then it works perfectly...
#7
hm... is there no action to set doodadds invisible and if you use the spell in special areas the related bridge will show visible (placed them in WE before).

Huh... but it depends if this action excists :wink:
#8
Yes, I think you can make a bridge animate death all the time until the trigger is activated, but people who played themap allready will know there's a bridge, and will be able to cross it...
#9
uhm btw do you use WEU? cz i barely can remember there a funcion that could fix that problem. was in advanced triggers or so.... :?
#10
well in the end u can always just have the bridge destroyed at the start of the game and then write a trigger to ressurrect it when someone enters the region with the acorns. that way people cant cross it even if they do know its there..
#11
good idea, I'll certainly try that out!