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[Trigger] Dam! Dam! Dam! Need help! fast

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Level 18
Joined
Oct 18, 2007
Messages
930
Ok im making a new map called" Car Madness! Capture The Flag " and it works PERFECT:grin: but! whenever i use theese triggers it crashes"it makes everyone loose except me!

This trigger starts the timers, but it dosn't crash until the revive [Longer Down]
  • Dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Dying unit)) Equal to Power Speciality Car
          • (Unit-type of (Dying unit)) Equal to Speed Speciality Car
      • LeftBoolean[(Player number of (Owner of (Dying unit)))] Not equal to True
    • Actions
      • Set TempLocation[(Player number of (Owner of (Dying unit)))] = (Position of (Dying unit))
      • Special Effect - Create a special effect at TempLocation[(Player number of (Owner of (Dying unit)))] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_TempLocation[GetConvertedPlayerId(GetOwningPlayer(GetDyingUnit()))] )
      • Camera - Reset camera for (Owner of (Dying unit)) to standard game-view over 0.00 seconds
      • Cinematic - Turn cinematic mode On for (Player group((Owner of (Dying unit)))) over 1.00 seconds
      • Camera - Apply Camera 001 <gen> for (Owner of (Dying unit)) over 1.00 seconds
      • Camera - Pan camera for (Owner of (Dying unit)) to FlagPoint over 1.00 seconds
      • Camera - Rotate camera 360.00 degrees around FlagPoint for (Owner of (Dying unit)) over ((Real((Number of players in Force))) x 3.00) seconds
      • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ( |cffffcc00Have died, He will respawn in + ((String(((Number of players in Force) x 3))) + secconds!!)))
      • Unit - Hide (Triggering unit)
      • Unit - Make (Triggering unit) Invulnerable
      • Unit - Move (Triggering unit) instantly to (Center of Region[(Player number of (Owner of (Triggering unit)))])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Countdown Timer - Start DeathTimer1 as a One-shot timer that will expire in ((Real((Number of players in Force))) x 3.00) seconds
          • Countdown Timer - Create a timer window for DeathTimer1 with title Death Timer:
          • Set DeathTimerWindow1 = (Last created timer window)
          • Countdown Timer - Show DeathTimerWindow1 for Player 1 (Red)
          • Countdown Timer - Hide DeathTimerWindow1 for Player 2 (Blue)
          • Countdown Timer - Hide DeathTimerWindow1 for Player 3 (Teal)
          • Countdown Timer - Hide DeathTimerWindow1 for Player 4 (Purple)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Dying unit)) Equal to Player 2 (Blue)
            • Then - Actions
              • Countdown Timer - Start DeathTimer2 as a One-shot timer that will expire in ((Real((Number of players in Force))) x 3.00) seconds
              • Countdown Timer - Create a timer window for DeathTimer2 with title Death Timer:
              • Set DeathTimerWindow2 = (Last created timer window)
              • Countdown Timer - Hide DeathTimerWindow2 for Player 1 (Red)
              • Countdown Timer - Show DeathTimerWindow2 for Player 2 (Blue)
              • Countdown Timer - Hide DeathTimerWindow2 for Player 3 (Teal)
              • Countdown Timer - Hide DeathTimerWindow2 for Player 4 (Purple)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Owner of (Dying unit)) Equal to Player 3 (Teal)
                • Then - Actions
                  • Countdown Timer - Start DeathTimer3 as a One-shot timer that will expire in ((Real((Number of players in Force))) x 3.00) seconds
                  • Countdown Timer - Create a timer window for DeathTimer3 with title Death Timer:
                  • Set DeathTimerWindow3 = (Last created timer window)
                  • Countdown Timer - Hide DeathTimerWindow3 for Player 1 (Red)
                  • Countdown Timer - Hide DeathTimerWindow3 for Player 2 (Blue)
                  • Countdown Timer - Show DeathTimerWindow3 for Player 3 (Teal)
                  • Countdown Timer - Hide DeathTimerWindow3 for Player 4 (Purple)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Owner of (Dying unit)) Equal to Player 4 (Purple)
                    • Then - Actions
                      • Countdown Timer - Start DeathTimer4 as a One-shot timer that will expire in ((Real((Number of players in Force))) x 3.00) seconds
                      • Countdown Timer - Create a timer window for DeathTimer4 with title Death Timer:
                      • Set DeathTimerWindow4 = (Last created timer window)
                      • Countdown Timer - Hide DeathTimerWindow4 for Player 1 (Red)
                      • Countdown Timer - Hide DeathTimerWindow4 for Player 2 (Blue)
                      • Countdown Timer - Hide DeathTimerWindow4 for Player 3 (Teal)
                      • Countdown Timer - Show DeathTimerWindow4 for Player 4 (Purple)
                    • Else - Actions
The Revive Trigger
  • Revive Timer 1
    • Events
      • Time - DeathTimer1 expires
    • Conditions
    • Actions
      • Cinematic - Turn cinematic mode Off for Player Group - Player 1 (Red) over 1.00 seconds
      • Countdown Timer - Destroy DeathTimerWindow1
      • Hero - Instantly revive Unit[1] at (Center of Region[1]), Show revival graphics
      • Unit - Move Unit[1] instantly to (Center of Region[1]), facing FlagPoint
      • Unit - Unhide Unit[1]
      • Unit - Make Unit[1] Vulnerable
      • Unit - Set life of Unit[1] to 100.00%
      • Unit - Set mana of Unit[1] to 50.00%
      • Special Effect - Create a special effect attached to the origin of Unit[1] using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the origin of Unit[1] using Abilities\Weapons\Mortar\MortarMissile.mdl
      • Set Affect[1] = (Last created special effect)
      • Camera - Reset camera for Player 1 (Red) to standard game-view over 0.50 seconds
      • Camera - Pan camera as necessary for Player 1 (Red) to (Center of Region[1]) over 0.50 seconds
      • Wait 0.50 seconds
      • Camera - Lock camera target for (Owner of Unit[1]) to Unit[1], offset by (0.00, 0.00) using Default rotation
There are four of that trigger ( one for each player )

and i think this has also something to do with it!
  • Player Leave
    • Events
      • Time - Every 1.01 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer A))) slot status) Equal to Has left the game
              • LeftBoolean[(Integer A)] Equal to False
            • Then - Actions
              • Set Loose = (Loose - 1)
              • Leaderboard - Remove (Player((Integer A))) from (Last created leaderboard)
              • Player Group - Remove (Player((Integer A))) from Force
              • Set LeftBoolean[(Integer A)] = True
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Owner of TriggeringUnit) Equal to (Player((Integer A)))
                • Then - Actions
                  • Trigger - Turn off Bump[(Integer A)]
                  • Unit - Remove Flag! from TriggeringUnit
                  • Unit - Unhide Flag 0000 <gen>
                  • Unit - Move Flag 0000 <gen> instantly to FlagPoint
                  • Special Effect - Create a special effect attached to the origin of Flag 0000 <gen> using Abilities\Spells\Other\Awaken\Awaken.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Special Effect - Create a special effect attached to the origin of Unit[(Integer A)] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set TriggeringUnit = No unit
                  • Set FlagHolder[1] = False
                  • Set FlagHolder[2] = False
                  • Set FlagHolder[3] = False
                  • Set FlagHolder[4] = False
                  • Set Score[1] = 15
                  • Set Score[2] = 15
                  • Set Score[3] = 15
                  • Set Score[4] = 15
                  • Special Effect - Destroy Effect
                  • Animation - Play Flag 0000 <gen>'s birth animation
                  • Trigger - Turn on Flag Pick Up <gen>
                  • Unit - Kill Unit[(Integer A)]
                  • Wait 1.00 seconds
                  • Game - Display to (All players) the text: |cffffcc00Flag is n...
                  • Animation - Reset Flag 0000 <gen>'s animation
                • Else - Actions
              • Unit - Remove Unit[(Integer A)] from the game
              • Set Unit[(Integer A)] = No unit
              • Game - Display to (All players) the text: ((Name of (Player((Integer A)))) + Has left the game)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Loose Equal to 0
                • Then - Actions
                  • Player Group - Pick every player in Force and do (Game - Victory (Picked player) (Show dialogs, Show scores))
                • Else - Actions
            • Else - Actions
              • Do nothing
Someone might know why this happens?? just post anything that could help :)
 
Level 6
Joined
Aug 13, 2008
Messages
197
hmm..
-your revived trigger leaks as you did not use the call removelocation thingy...
-why set the live to 100% (i don't think it will work) try -revive (your car) at (location) and show revive animation
-if possible please include the defeat trigger as you mention that everyone loses...
 
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