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Fatal Error

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Level 2
Joined
Jan 22, 2008
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11
  • Turn List
    • Events
    • Conditions
    • Actions
      • -------- Mafia 1 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (player_TurnList[1] slot status) Equal to Is playing
          • player_TurnList[1] Not equal to Neutral Passive
          • player_CurrentTurn Equal to 1
        • Then - Actions
          • Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Mafia_1))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Unpause (Picked unit)
          • Custom script: call DestroyGroup(udg_TempUnitGroup)
          • Game - Display to (All players) the text: |cffffcc00Mafia 1 w...
          • Set TempPoint = (Center of regionSpawn <gen>)
          • Camera - Pan camera for player_Mafia_1 to TempPoint over 0.00 seconds
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Camera - Lock camera target for player_Mafia_1 to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
        • Else - Actions
          • Set player_CurrentTurn = (player_CurrentTurn + 1)
          • Trigger - Run Turn List <gen> (ignoring conditions)
      • -------- Mafia 2 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (player_TurnList[2] slot status) Equal to Is playing
          • player_TurnList[1] Not equal to Neutral Passive
          • player_CurrentTurn Equal to 2
        • Then - Actions
          • Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Mafia_2))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Unpause (Picked unit)
          • Custom script: call DestroyGroup(udg_TempUnitGroup)
          • Game - Display to (All players) the text: |cffffcc00Mafia 2 w...
          • Set TempPoint = (Center of regionSpawn <gen>)
          • Camera - Pan camera for player_Mafia_2 to TempPoint over 0.00 seconds
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Camera - Lock camera target for player_Mafia_2 to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
        • Else - Actions
          • Set player_CurrentTurn = (player_CurrentTurn + 1)
          • Trigger - Run Turn List <gen> (ignoring conditions)
      • -------- Mafia 3 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (player_TurnList[3] slot status) Equal to Is playing
          • player_TurnList[1] Not equal to Neutral Passive
          • player_CurrentTurn Equal to 3
        • Then - Actions
          • Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Mafia_3))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Unpause (Picked unit)
          • Custom script: call DestroyGroup(udg_TempUnitGroup)
          • Game - Display to (All players) the text: |cffffcc00Mafia 3 w...
          • Set TempPoint = (Center of regionSpawn <gen>)
          • Camera - Pan camera for player_Mafia_3 to TempPoint over 0.00 seconds
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Camera - Lock camera target for player_Mafia_3 to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
        • Else - Actions
      • -------- Bodyguard --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (player_TurnList[4] slot status) Equal to Is playing
          • player_TurnList[1] Not equal to Neutral Passive
          • player_CurrentTurn Equal to 4
        • Then - Actions
          • Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Bodyguard))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Unpause (Picked unit)
          • Custom script: call DestroyGroup(udg_TempUnitGroup)
          • Game - Display to (All players) the text: |cffffcc00Bodyguard...
          • Set TempPoint = (Center of regionSpawn <gen>)
          • Camera - Pan camera for player_Bodyguard to TempPoint over 0.00 seconds
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Camera - Lock camera target for player_Bodyguard to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
        • Else - Actions
          • Set player_CurrentTurn = (player_CurrentTurn + 1)
          • Trigger - Run Turn List <gen> (ignoring conditions)
      • -------- Doctor --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (player_TurnList[5] slot status) Equal to Is playing
          • player_TurnList[1] Not equal to Neutral Passive
          • player_CurrentTurn Equal to 5
        • Then - Actions
          • Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Doctor))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Unpause (Picked unit)
          • Custom script: call DestroyGroup(udg_TempUnitGroup)
          • Game - Display to (All players) the text: |cffffcc00Doctor wa...
          • Set TempPoint = (Center of regionSpawn <gen>)
          • Camera - Pan camera for player_Doctor to TempPoint over 0.00 seconds
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Camera - Lock camera target for player_Doctor to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
        • Else - Actions
          • Set player_CurrentTurn = (player_CurrentTurn + 1)
          • Trigger - Run Turn List <gen> (ignoring conditions)
      • -------- Agent --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (player_TurnList[6] slot status) Equal to Is playing
          • player_TurnList[1] Not equal to Neutral Passive
          • player_CurrentTurn Equal to 6
        • Then - Actions
          • Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Agent))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Unpause (Picked unit)
          • Custom script: call DestroyGroup(udg_TempUnitGroup)
          • Game - Display to (All players) the text: |cffffcc00Agent wak...
          • Set TempPoint = (Center of regionSpawn <gen>)
          • Camera - Pan camera for player_Agent to TempPoint over 0.00 seconds
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Camera - Lock camera target for player_Agent to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
        • Else - Actions
          • Set player_CurrentTurn = (player_CurrentTurn + 1)
          • Trigger - Run Turn List <gen> (ignoring conditions)
      • -------- Sheriff --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (player_TurnList[7] slot status) Equal to Is playing
          • player_TurnList[1] Not equal to Neutral Passive
          • player_CurrentTurn Equal to 7
        • Then - Actions
          • Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Sheriff))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Unpause (Picked unit)
          • Custom script: call DestroyGroup(udg_TempUnitGroup)
          • Game - Display to (All players) the text: |cffffcc00Sheriff w...
          • Set TempPoint = (Center of regionSpawn <gen>)
          • Camera - Pan camera for player_Sheriff to TempPoint over 0.00 seconds
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Camera - Lock camera target for player_Sheriff to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
        • Else - Actions
          • Set player_CurrentTurn = (player_CurrentTurn + 1)
          • Trigger - Run Turn List <gen> (ignoring conditions)
Anyone know why this trigger is giving me a fatal error? :cry: TY

Actually the game closes without a fatal error...
 
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