- Joined
- Aug 16, 2007
- Messages
- 881
Well, I've not been triggering for a while and now I got problems with my bullet system I'm creating for my map. The bullets won't move. Please take a look at those two triggers and tell me if you see any error. (=
The system is NOT DONE yet, I'll just have to fix this "won't" move error.
(I've added three debug texts in my system trigger, Ingame it will show:
1
2
1
3
The system is NOT DONE yet, I'll just have to fix this "won't" move error.
(I've added three debug texts in my system trigger, Ingame it will show:
1
2
1
3
-
Shoot
-
Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Shoot
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Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Player_Weapon[(Player number of (Owner of (Triggering unit)))] Equal to 1
-
Then - Actions
- Set temp_point[0] = (Position of (Triggering unit))
- Set temp_point[1] = (Target point of ability being cast)
- Set r[0] = (Angle from temp_point[0] to temp_point[1])
- Set temp_point[2] = (temp_point[0] offset by 10.00 towards r[0] degrees)
- Unit - Create 1 Bullet_Dummy for (Owner of (Triggering unit)) at temp_point[2] facing r[0] degrees
- Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Weapons\QuillSprayMissile\QuillSprayMissile.mdl
- -------- -- -- -- -- -- -- --------
- Set r[1] = 50.00
- Set r[2] = 12.50
- Set r[3] = 20.00
- Set r[4] = 0.00
- Set r[5] = (Distance between temp_point[0] and temp_point[1])
- Set r[6] = 40.00
- Hashtable - Save r[0] as (Key Angle) of (Key (Last created unit)) in BulletSys_Hashtable
- Hashtable - Save r[1] as (Key Damage) of (Key (Last created unit)) in BulletSys_Hashtable
- Hashtable - Save r[2] as (Key Speed) of (Key (Last created unit)) in BulletSys_Hashtable
- Hashtable - Save r[3] as (Key Height) of (Key (Last created unit)) in BulletSys_Hashtable
- Hashtable - Save r[4] as (Key DisTravel) of (Key (Last created unit)) in BulletSys_Hashtable
- Hashtable - Save r[5] as (Key DisTravelMax) of (Key (Last created unit)) in BulletSys_Hashtable
- Hashtable - Save r[6] as (Key AoEHit) of (Key (Last created unit)) in BulletSys_Hashtable
- Hashtable - Save Handle Of(Last created special effect) as (Key Model) of (Key (Last created unit)) in BulletSys_Hashtable
- Unit Group - Add (Last created unit) to BulletSysGroup[0]
- Set BulletSys_Int = (BulletSys_Int + 1)
- -------- -- -- -- -- -- -- --------
- Custom script: call RemoveLocation(udg_temp_point[0])
- Custom script: call RemoveLocation(udg_temp_point[1])
- Custom script: call RemoveLocation(udg_temp_point[2])
- Else - Actions
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If - Conditions
- -------- - - - - - - --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- BulletSys_Int Greater than 0
-
Then - Actions
- Trigger - Turn on Bullet System <gen>
- Else - Actions
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Bullet System
-
Events
- Time - Every 0.03 seconds of game time
- Conditions
-
Actions
- Game - Display to (All players) the text: 1
- Set BulletSysGroup[1] = (Random BulletSys_Int units from BulletSysGroup[0])
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Unit Group - Pick every unit in BulletSysGroup[1] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) is alive) Equal to True
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Then - Actions
- Game - Display to (All players) the text: 2
- -------- Load Angle --------
- Set BS_r[0] = (Load (Key Angle) of (Key (Picked unit)) from BulletSys_Hashtable)
- -------- Load Damage --------
- Set BS_r[1] = (Load (Key Damage) of (Key (Picked unit)) from BulletSys_Hashtable)
- -------- Load Speed --------
- Set BS_r[2] = (Load (Key Speed) of (Key (Picked unit)) from BulletSys_Hashtable)
- -------- Load Height --------
- Set BS_r[3] = (Load (Key Height) of (Key (Picked unit)) from BulletSys_Hashtable)
- -------- Load DisTravel --------
- Set BS_r[4] = (Load (Key DisTravel) of (Key (Picked unit)) from BulletSys_Hashtable)
- -------- Load DisTravelMax --------
- Set BS_r[5] = (Load (Key DisTravelMax) of (Key (Picked unit)) from BulletSys_Hashtable)
- -------- Load AoEHit --------
- Set BS_r[6] = (Load (Key AoEHit) of (Key (Picked unit)) from BulletSys_Hashtable)
- -------- - - - - - --------
- Set BS_r[4] = (BS_r[4] + BS_r[2])
- Set temp_point[0] = (Position of (Picked unit))
- Set temp_point[1] = (temp_point[0] offset by BS_r[2] towards BS_r[0] degrees)
- Unit - Move (Picked unit) instantly to temp_point[1]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- BS_r[4] Greater than or equal to BS_r[5]
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Then - Actions
- Unit - Kill (Picked unit)
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Else - Actions
- Hashtable - Save BS_r[4] as (Key DisTravel) of (Key (Picked unit)) in BulletSys_Hashtable
-
If - Conditions
- -------- - - - - - --------
- Custom script: call RemoveLocation(udg_temp_point[0])
- Custom script: call RemoveLocation(udg_temp_point[1])
-
Else - Actions
- Game - Display to (All players) the text: 3
- Special Effect - Destroy (Load (Key Model) of (Key (Picked unit)) in BulletSys_Hashtable)
- Unit Group - Remove (Picked unit) from BulletSysGroup[0]
- Set BulletSys_Int = (BulletSys_Int - 1)
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in BulletSys_Hashtable
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Custom script: call DestroyGroup(udg_BulletSysGroup[1])
- -------- - - - - - --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- BulletSys_Int Less than or equal to 0
-
Then - Actions
- Trigger - Turn off Bullet System <gen>
- Else - Actions
-
If - Conditions
-
Events