- Joined
- Oct 23, 2006
- Messages
- 65
The trigger is supposed to tell the players the condition of the flag, whether it is being stolen or has been returned. The problem is I noticed some clever players liked to right-click the flag 100000 times while it was at the base and spam the '..flag has been returned.' message. There is a condition in the trigger that checks if Flags[1] is in the region, then don't say the message, otherwise go ahead.
This is a portion of the trigger. What is happening is : it is displaying the text regardless of the condition of Flags[1]. I have tested it to make sure Flags[1] is set properly and works when the flag is picked up and returned, and these functions all seem to work fine. It seems to be ignoring the condition Flags[1] and I cannot figure out why.
Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Flags[1] is in WestStart <gen>) Equal to False
Then - Actions
Game - Display to (Player group((Player((Integer A))))) for 1.00 seconds the text: |c0000FF00The West ...
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Game - Display to (Player group((Player((Integer A))))) for 1.00 seconds the text: |c0000FF00The West ...
For each (Integer A) from 7 to 12, do (Actions)
Loop - Actions
Game - Display to (Player group((Player((Integer A))))) for 1.00 seconds the text: |c00FF0000The West ...
Else - Actions
This is a portion of the trigger. What is happening is : it is displaying the text regardless of the condition of Flags[1]. I have tested it to make sure Flags[1] is set properly and works when the flag is picked up and returned, and these functions all seem to work fine. It seems to be ignoring the condition Flags[1] and I cannot figure out why.
Code:
HasWestFlag
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to West Flag
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Flags[1] is in WestStart <gen>) Equal to False
Then - Actions
Game - Display to (Player group((Player((Integer A))))) for 1.00 seconds the text: |c0000FF00The West ...
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Game - Display to (Player group((Player((Integer A))))) for 1.00 seconds the text: |c0000FF00The West ...
For each (Integer A) from 7 to 12, do (Actions)
Loop - Actions
Game - Display to (Player group((Player((Integer A))))) for 1.00 seconds the text: |c00FF0000The West ...
Else - Actions
Item - Move (Item being manipulated) to (Center of WestStart <gen>)
Else - Actions
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Game - Display to (Player group((Player((Integer A))))) for 1.00 seconds the text: |c00FF0000The West ...
For each (Integer A) from 7 to 12, do (Actions)
Loop - Actions
Game - Display to (Player group((Player((Integer A))))) for 1.00 seconds the text: |c0000FF00The West ...
Cinematic - Ping minimap for (All allies of Player 1 (Red)) at (Center of WestStart <gen>) for 5.00 seconds
Unit - Add HasStandard to (Triggering unit)