[Trigger] Loop trigger wont be turned off

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Feb 21, 2008
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trigger 1:

Furbolg warrior spawning trigger
  • Events
    • Unit - Furbolg obelisk 1 0000 <gen> Finishes research
  • Conditions
    • (Researched tech-type) Equal to Furbolg warriors
  • Actions
    • Set Triggerfurbolgwarrior = (This trigger)
    • For each (Integer A) from 1 to 100000, do (Actions)
      • Loop - Actions
        • Unit - Create 2 Furbolg Warrior for Player 1 (Red) at (Center of Furbolg spawning grounds <gen>) facing (Position of (Triggering unit))
        • Wait 100.00 seconds
trigger 2:
Turn off furbolg warrior
  • Events
    • Unit - A unit Dies
    • Conditions
      • (Dying unit) Equal to Furbolg obelisk 1 0000 <gen>
    • Actions
      • Trigger - Turn off Triggerfurbolgwarrior
But the units keep on spawning, help!
 
You must never use waits in a loop. They simply never go. I heard someone saying this in some thread in the past. Make a trigger which will run for every X second. ( periodic timer event ) Then make it create furbolgs. And turn this trigger off. If you want I can make it.
 
Just what NoNZealot said.
Turning a trigger off will prevent it from firing any more, but will not stop it.
So instead of doing so, do so:
  • Reasearch done
  • Events
  • Unit - Furbolg obelisk 1 0000 <gen> Finishes research
  • Conditions
  • (Researched tech-type) Equal to Furbolg warriors
  • Actions
  • Trigger - Turn on Spawn Furbolg
  • Spawn Furbolg
    • Events
      • Time - Every 100.00 seconds of game time
    • Conditions
    • Actions
  • Unit - Create 2 Furbolg Warrior for Player 1 (Red) at (Center of Furbolg spawning grounds <gen>) facing (Position of (Furbolg obelisk 1 0000 <gen>))
I would suggest using default building facing instead of postition of ...
  • Obelisk Dies
  • Events
  • Unit - A unit Dies
  • Conditions
  • (Dying unit) Equal to Furbolg obelisk 1 0000 <gen>
  • Actions
  • Trigger - Turn off Spawn Furlbog
 
No waits in loops are fine by me, they leak no more than normal waits :D
But there is something interesting about a little wait in a loop being more accurate than one big wait (like 10 * 0.3 being more accurate than 3.00).
I may be mistaken about that, but I know it to be true for PolledWait(game time wait).
And waits screw something the event response functions. Like attacked unit, casting unit, triggering unit.
 
It works, all my triggers are working now. But, I had to create a another trigger spiwn:

Event:
events - Map initilitazion <---- (stupid word)
actions - Turn off trigger furbolg spawn.

I had to put every spawn trigger in this trigger, or else I would keep spawning units without doing the upgrade. (Just saying this if any1 wants to copy the trigger.)
 
No, you don't :)
Just need to uncheck the Initially on check box that is above the actual trigger.
 
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