- Joined
- Aug 15, 2012
- Messages
- 318
hey I get quite a few errors when saving after adding this trigger to my map there are 9 errors
Line 392: Undefined type VarAsString_Real
Line 13949, 13950, 13951, 13993, 13994, 13995, 13023, 14024: Cannot convert real to null
heres the triggers that I added to my map
Line 392: Undefined type VarAsString_Real
Line 13949, 13950, 13951, 13993, 13994, 13995, 13023, 14024: Cannot convert real to null
heres the triggers that I added to my map
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Respawn
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Events
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Unit - A unit owned by Neutral Hostile Dies
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Conditions
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(((Dying unit) is A Hero) Equal to False) and (((Dying unit) is Summoned) Equal to False)
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Actions
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Custom script: local unit u = GetDyingUnit()
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Custom script: local integer id = GetUnitTypeId(u)
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Custom script: local integer lv = GetHeroLevel(u)
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Custom script: local integer cv = GetUnitUserData(u)
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Custom script: local real x = LoadReal(udg_CreepTable, cv, 1)
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Custom script: local real y = LoadReal(udg_CreepTable, cv, 2)
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Custom script: local real ang = LoadReal(udg_CreepTable, cv, 3)
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Wait 85.00 seconds
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Custom script: call RemoveUnit( u )
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Custom script: set u = CreateUnit(GetTriggerPlayer(),id,x,y,ang)
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Custom script: if lv > 1 then
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Custom script: call SetHeroLevel(u,lv,false)
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Custom script: endif
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Custom script: set u = null
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Set the unit coordinate
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Events
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Game - UnitIndexEvent becomes Equal to 1.00
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Conditions
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Actions
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Custom script: local unit u = udg_UDexUnits[udg_UDex]
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Custom script: call SaveReal(udg_CreepTable, udg_UDex, 1, GetUnitX(u))
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Custom script: call SaveReal(udg_CreepTable, udg_UDex, 2, GetUnitY(u))
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Custom script: call SaveReal(udg_CreepTable, udg_UDex, 3, GetUnitFacing(u))
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Custom script: set u = null
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Unit Indexer
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Events
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Conditions
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Actions
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Custom script: call ExecuteFunc("InitializeUnitIndexer")
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Custom script: endfunction
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Custom script:
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Custom script: function ClearUnitIndex takes nothing returns nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Custom value of UDexUnits[UDex]) Equal to 0
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Then - Actions
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Set UnitIndexLock[UDex] = (UnitIndexLock[UDex] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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UnitIndexLock[UDex] Equal to 0
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Then - Actions
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Set UDexNext[UDexPrev[UDex]] = UDexNext[UDex]
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Set UDexPrev[UDexNext[UDex]] = UDexPrev[UDex]
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Set UDexPrev[UDex] = 0
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Set UnitIndexEvent = 0.00
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Set UnitIndexEvent = 2.00
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Set UnitIndexEvent = 0.00
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Set UDexUnits[UDex] = No unit
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Set UDexNext[UDex] = UDexRecycle
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Set UDexRecycle = UDex
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Else - Actions
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Else - Actions
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Custom script: endfunction
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Custom script:
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Custom script: function IndexUnit takes nothing returns boolean
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Custom script: local integer pdex = udg_UDex
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Custom script: local integer ndex
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-------- - --------
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-------- You can customize the following block - if conditions are false the (Matching unit) won't be indexed. --------
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-------- - --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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UnitIndexerEnabled Equal to True
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(Custom value of (Matching unit)) Equal to 0
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Then - Actions
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Set UDexWasted = (UDexWasted + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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UDexWasted Equal to 15
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Then - Actions
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Set UDexWasted = 0
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Set UDex = UDexNext[0]
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Custom script: loop
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Custom script: exitwhen udg_UDex == 0
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Custom script: set ndex = udg_UDexNext[udg_UDex]
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Custom script: call ClearUnitIndex()
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Custom script: set udg_UDex = ndex
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Custom script: endloop
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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UDexRecycle Equal to 0
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Then - Actions
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Set UDex = (UDexGen + 1)
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Set UDexGen = UDex
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Else - Actions
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Set UDex = UDexRecycle
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Set UDexRecycle = UDexNext[UDex]
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Set UDexUnits[UDex] = (Matching unit)
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Unit - Set the custom value of UDexUnits[UDex] to UDex
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Set UDexPrev[UDexNext[0]] = UDex
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Set UDexNext[UDex] = UDexNext[0]
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Set UDexNext[0] = UDex
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Set UnitIndexLock[UDex] = 1
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Set UnitIndexEvent = 0.00
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Set UnitIndexEvent = 1.00
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Set UnitIndexEvent = 0.00
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Custom script: set udg_UDex = pdex
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Else - Actions
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Custom script: return false
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Custom script: endfunction
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Custom script:
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Custom script: function InitializeUnitIndexer takes nothing returns nothing
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Custom script: local integer i = 16
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Custom script: local boolexpr b = Filter(function IndexUnit)
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Custom script: local region re = CreateRegion()
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Custom script: local trigger t = GetTriggeringTrigger()
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Custom script: local rect r = GetWorldBounds()
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Custom script: call RegionAddRect(re, r)
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Custom script: call TriggerRegisterEnterRegion(t, re, b)
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Custom script: call TriggerClearActions(t)
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Custom script: call TriggerAddAction(t, function ClearUnitIndex)
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Set UnitIndexerEnabled = True
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Custom script: loop
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Custom script: set i = i - 1
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Custom script: call GroupEnumUnitsOfPlayer(bj_lastCreatedGroup, Player(i), b)
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Custom script: exitwhen i == 0
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Custom script: endloop
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Custom script: call RemoveRect(r)
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Custom script: set re = null
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Custom script: set r = null
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Custom script: set t = null
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Custom script: set b = null
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Set UnitIndexEvent = 3.00
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Set UnitIndexEvent = 0.00
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Last edited: