- Joined
- May 1, 2013
- Messages
- 68
How to fix this?

Here's the faulty trigger.

Here's the faulty trigger.
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InventoryScreen
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Events
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Conditions
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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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AlreadyInScreen[(Player number of (Triggering player))] Equal to False
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Then - Actions
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-------- Self-explainatory --------
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Set CamView[(Player number of (Triggering player))] = (Current camera)
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Set Selection[(Player number of (Triggering player))] = (Units currently selected by (Triggering player))
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Camera - Set the camera bounds for (Triggering player) to (Playable map area)
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Camera - Apply InvCam[(Player number of (Triggering player))] for (Triggering player) over 0.00 seconds
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Visibility - Create an initially Enabled visibility modifier for (Triggering player) emitting Visibility across Visibility[(Player number of (Triggering player))]
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Set Vis[(Player number of (Triggering player))] = (Last created visibility modifier)
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Set AlreadyInScreen[(Player number of (Triggering player))] = True
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Else - Actions
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-------- Self-explainatory --------
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Destructible - Remove SelectionCircle[(Player number of (Triggering player))]
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Set ItemInSelection[(Player number of (Triggering player))] = No destructible
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Visibility - Destroy Vis[(Player number of (Triggering player))]
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Camera - Set the camera bounds for (Triggering player) to Bounds <gen>
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Selection - Select Selection[(Player number of (Triggering player))] for (Triggering player)
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Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
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Camera - Apply CamView[(Player number of (Triggering player))] for (Triggering player) over 0.00 seconds
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Set AlreadyInScreen[(Player number of (Triggering player))] = False
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Multiboard - Destroy ItemBoard[(Player number of (Triggering player))]
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Custom script: call DestroyGroup(udg_Selection[GetConvertedPlayerId(GetTriggerPlayer())])
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Last edited: