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Anti-camp trigger

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Level 2
Joined
Jul 16, 2007
Messages
19
Ok, this is my trigger:
  • Anti base camping1
    • Events
      • Unit - A unit enters Base 1 <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Hunter
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Entering unit)) is in team2) Equal to True
        • Then - Actions
          • Unit - Move (Triggering unit) instantly to (Center of Base 2 <gen>)
          • Game - Display to (All players) the text: (((|c00FF0000 + (Name of (Owner of (Triggering unit)))) + |r) + trying to camp. His/her hero was teleported back to base and paused for 10 sec.)
          • Unit - Make (Entering unit) Invulnerable
          • Unit - Pause (Entering unit)
          • Wait 10.00 seconds
          • Unit - Unpause (Entering unit)
          • Unit - Make (Entering unit) Vulnerable
        • Else - Actions
          • Do nothing
Somehow this spam in begining and game freezes.. Anyone know how i can fix this?
Not happening to player 1 or 2.. As far as i know it happends to player 3.. Tried with full game of computers. Pliz tell me how 2 fix this :eekani:
 
Level 2
Joined
Jul 16, 2007
Messages
19
Can't understand what's wrong with it.. Can u help me if i attach file?
 

Attachments

  • Hunters bugged.w3x
    179 KB · Views: 57
Level 2
Joined
Jul 16, 2007
Messages
19
When i start it with full game (computer) that happends to me, did u try that or did u only test it?
Somehow only player 3 is bugged, tried without him and all work fine.

Edit: Player 3's strating place is bugged. Wonder why :S
Doesn't matter, can just change place :p
 
Last edited:
Level 2
Joined
Sep 21, 2007
Messages
26
hey, unit's from "riveve base 1" are added in team 2! Why do you add them twise annyway

  • Initialisation
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set kills[0] = 15
      • Set kills[1] = 15
      • Set kills[2] = 15
      • Set kills[3] = 15
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is unused
        • Then - Actions
          • Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 7 (Green) slot status) Equal to Is unused
            • Then - Actions
              • Game - Grant shared vision and full shared unit control of Player 7 (Green) units with his/her allies
            • Else - Actions
      • Visibility - Disable black mask
      • Visibility - Disable fog of war
      • For each (Integer A) from 1 to 3, do (Actions)
        • Loop - Actions
      • Game - Set ally color filtering to 2
      • Set ok2[0] = 0.00
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Hunter for (Picked player) at ((Picked player) start location) facing Default building facing degrees
          • Hero - Learn skill for (Last created unit): Shoot
          • Set ok2[1] = (ok2[1] + 1.00)
      • Unit Group - Pick every unit in (Units in Revive base 1 <gen> matching ((Unit-type of (Matching unit)) Equal to Hunter)) and do (Actions)
        • Loop - Actions
          • Set inteam[0] = (inteam[0] + 1)
          • Player Group - Add (Owner of (Picked unit)) to team1
          • Visibility - Create an initially Enabled visibility modifier for (Owner of (Picked unit)) emitting Visibility across Revive base 1 <gen>
      • Unit Group - Pick every unit in (Units in Revive base 1 <gen> matching ((Unit-type of (Matching unit)) Equal to Hunter)) and do (Actions)
        • Loop - Actions
          • Set inteam[1] = (inteam[1] + 1)
          • Player Group - Add (Owner of (Picked unit)) to team2
          • Visibility - Create an initially Enabled visibility modifier for (Owner of (Picked unit)) emitting Visibility across Revive base 2 <gen>
 
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