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[Trigger] Invalid Argument Type (Boolean)

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Level 4
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May 1, 2013
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How to fix this?

Unavngivet.png

Here's the faulty trigger.

  • InventoryScreen
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AlreadyInScreen[(Player number of (Triggering player))] Equal to False
        • Then - Actions
          • -------- Self-explainatory --------
          • Set CamView[(Player number of (Triggering player))] = (Current camera)
          • Set Selection[(Player number of (Triggering player))] = (Units currently selected by (Triggering player))
          • Camera - Set the camera bounds for (Triggering player) to (Playable map area)
          • Camera - Apply InvCam[(Player number of (Triggering player))] for (Triggering player) over 0.00 seconds
          • Visibility - Create an initially Enabled visibility modifier for (Triggering player) emitting Visibility across Visibility[(Player number of (Triggering player))]
          • Set Vis[(Player number of (Triggering player))] = (Last created visibility modifier)
          • Set AlreadyInScreen[(Player number of (Triggering player))] = True
        • Else - Actions
          • -------- Self-explainatory --------
          • Destructible - Remove SelectionCircle[(Player number of (Triggering player))]
          • Set ItemInSelection[(Player number of (Triggering player))] = No destructible
          • Visibility - Destroy Vis[(Player number of (Triggering player))]
          • Camera - Set the camera bounds for (Triggering player) to Bounds <gen>
          • Selection - Select Selection[(Player number of (Triggering player))] for (Triggering player)
          • Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
          • Camera - Apply CamView[(Player number of (Triggering player))] for (Triggering player) over 0.00 seconds
          • Set AlreadyInScreen[(Player number of (Triggering player))] = False
          • Multiboard - Destroy ItemBoard[(Player number of (Triggering player))]
          • Custom script: call DestroyGroup(udg_Selection[GetConvertedPlayerId(GetTriggerPlayer())])
Edit: Sorry my bad, it was the wrong trigger i posted.
 
Last edited:
Level 5
Joined
May 6, 2013
Messages
125
The Error Message implies that its a trigger called "InventoryScreen" causing the error. Are you sure its that trigger?
 
Level 5
Joined
May 6, 2013
Messages
125
I'm curious. How did you manage to sneak a bool array into a rect field past the usual gui limitations in the first place? This could be a gorgeous trick, especially for ability actions that take ability-type vars (that are actually ints)
 
Level 4
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Messages
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