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[Trigger] Maze Trigger not working

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Level 36
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Mar 15, 2006
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7,945
This is my trigger for my Maze that makes it so that if you step into certain area off the path, then you die. It's not working though and I don't see what's wrong. Can anyone help me out? Thanks.

  • [LEFT]Kill
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Player Group - Pick every player in Noobs and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain type at (Position of (Picked unit))) Equal to Village - Thick Grass
            • Then - Actions
              • Unit - Kill (Picked unit)
            • Else - Actions
              • Do nothing[/LEFT]
I also tried this one. It didn't work either.
  • Kill2
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Terrain type at (Position of (Triggering unit))) Equal to Village - Thick Grass
                  • (Owner of (Triggering unit)) Not equal to Player 12 (Brown)
            • Then - Actions
              • Unit - Kill (Triggering unit)
            • Else - Actions
              • Custom script: call DestroyGroup(GetLastCreatedGroup())
 
Last edited:
uh? y dont u make it simple and do this:
 

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  • Events
    • Time - Every 0.12 seconds of game time
  • Conditions
  • Actions
    • Set tempGroup = (Units of type |cFF469191Random Person)
    • Unit Group - Pick every unit in tempGroup and do (Actions)
      • Loop - Actions
        • Set tempPoint = (Position of (Picked unit))
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Picked unit) is alive) Equal to True
            • Or - Any (Conditions) are true
              • Conditions
                • (Terrain type at tempPoint) Equal to Dalaran Ruins - Square Tiles
          • Then - Actions
            • Unit - Kill (Picked unit)
          • Else - Actions
        • Custom script: call RemoveLocation(udg_tempPoint)
    • Custom script: call DestroyGroup(udg_tempGroup)
 
Last edited:
Level 8
Joined
Feb 4, 2007
Messages
389
Or you could use that program that auto-enters the data. You enter a starting and ending number (Ex, region 1 - 999) and it creates a trigger that kills any unit that steps in them.

I forgot what it's called. Terrain type kill triggers work, too.
 
Level 8
Joined
Feb 4, 2007
Messages
389
Picking unit groups generally causes a memory leak. If the trigger with the leak is running periodically, then yes, that's a very bad idea.
However, as far as I can tell, it doesn't leak, since he created and destroyed the variable.
 
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