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[Trigger] [gui] Damage taken?!?

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Level 3
Joined
Jul 19, 2008
Messages
39
first : My World Edit is in french so i will try to translate the triggers :p

Heres my prob, when i try to make to a variable to damage taken (as response to the event a unit is attacked), the variable always stays to 0

Heres a simple trigger that dont works:

-----------------------------------------------
Event:
A unit takes damage

Action:
Set [variable] to [damage taken]
------------------------------------------------------

and when i ask WE to show players wut is the variable it always show 0
And after all, i am like WTF? thats it :p

Sry for bad english, ive done my best (or near of it)
 
Level 5
Joined
Jul 14, 2008
Messages
121
There:

  • Damage Group
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to UnitGroup_Damage
          • Trigger - Add to Damage Detect <gen> the event (Unit - (Picked unit) Takes damage)
  • Add Unit
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is in UnitGroup_Damage) Equal to False
    • Actions
      • Unit Group - Add (Entering unit) to UnitGroup_Damage
      • Trigger - Add to Damage Detect <gen> the event (Unit - (Triggering unit) Takes damage)
  • Damage Detect
    • Events
    • Conditions
    • Actions
      • Floating Text - Create floating text that reads (String((Damage taken))) above (Triggering unit) with Z offset 0.00, using font size 9.00, color (100.00%, 0.00%, 0.00%), and 20.00% transparency
      • Floating Text - Set the velocity of (Last created floating text) to 120.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
Hope it help.
 
Level 3
Joined
Jul 19, 2008
Messages
39
Nope :( still dont works

Here are my (simplified) triggers ( i removed everythings that works fine and this is only the things that have a link to the problem trigger)


Trigger 1 : Set attacked unit to a variable
-----------------------------
Event :
A unit is attacked
Condition :
Attacked unit = [variable ] (It's an hero, it works fine)
Action :
Set attacked unit to [variable2]
Turn off [this trigger]
Wait 0.05 sec
Turn on [This trigger]
-----------------------------------------------


Trigger 2 : Add event
-----------------------------------------------
Event:
A unit learn a new ability
Condition :
Learned hero skill = [my skill]
Action :
Add the event [variable2] takes dmg to [trigger3]
Turn on [trigger1]
---------------------------------------------------


Trigger 3 : The WTF trigger
--------------------------------------------------
Event:

Condition:
Damage source = [variable]
Action :
Set [integrer2] to [integrer2]+[damage taken]
----------------------------------------------------

When i put [Variable] takes damage, it works fine

So WTF!!
 
Level 3
Joined
Feb 13, 2008
Messages
65
Your issue is that you're setting the unit being attacked (attacked unit) to the unit variable then you have the condition "Damage source = Variable" which means that the source of the damage is the variable, which in this case its not.
 
Level 3
Joined
Jul 19, 2008
Messages
39
Yay it works!

Heres my finished spell :D


Trigger 0 : (This spell is runned when the spell is learned)
------------------------------------------------------------------
  • Gardien Enchantements oublies temps
    • Event
    • Conditions
    • Actions
      • Set Gardien_Magies_Entiers[4] = 0
      • Wait 20.00 seconds
      • Set Gardien_Magies_Entiers[4] = 1

Trigger 1 :
  • << Gardien Enchantements oublies attaque >>
  • Event :
    • A unit is attacked
  • Conditions
    • (Attacking unit) Equal to* [Gardien_Magies_Unites[0]]
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • Si - Conditions
        • ((Attacked unit) is in Gardien_Magies_Groupes[1]) Egal to* TRUE
      • Alors - Actions
        • Unit group - Add (Triggering unit) to Gardien_Magies_Groupes[0]
      • Sinon - Actions
        • Unit group - Add (Triggering unit) to Gardien_Magies_Groupes[0]
        • Unit group - Add (Triggering unit) to Gardien_Magies_Groupes[1]
        • unit group - Pick every unit in Gardien_Magies_Groupes[0] and do (Actions)
          • Loop - Actions
            • Trigger - Add to Gardien Enchantements oublies degats subis <gen> the event (Unit - (Picked unit) takes damage)

Trigger 2 :
  • Gardien Enchantements oublies degats subis
  • Event:
  • Conditions
    • And - All (Conditions) are true
      • Conditions
        • (Damage source) Equal to* Gardien_Magies_Unites[0]
        • ((Triggering unit) is in Gardien_Magies_Groupes[0]) Equal to* TRUE
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • Si - Conditions
        • Gardien_Magies_Entiers[4] Equal to* 0
      • Alors - Actions
        • Set Gardien_Magies_Entiers[3] = (Gardien_Magies_Entiers[3] + (Integer((Damage taken))))
      • Sinon - Actions
        • Trigger - Run Gardien Enchantements oublies temps <gen> (ignoring conditions)
        • (create a dummy /w a autocast +expiration)
    • Unit group - Remove all units from Gardien_Magies_Groupes[0]
Trigger 3 :
  • Gardien Enchantements oublies magie soins
    • Events
      • Unit - Unit beging the effect of a ability (lol)
    • Conditions
      • (Ability being cast) Equal to* CASTEUR Enchantements
    • Actions
      • (some randorg spell triggering using Gardien_Magies_Entiers[3] )
      • Set Gardien_Magies_Entiers[3] = 0
      • Unit group - Remove all units from Gardien_Magies_Groupes[0]
Sry for french parts :p
 
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