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[Trigger] MUI....almost

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Yea, it is messing up the second time around when a unit casts this during the other units cast. I cant figure out whats wrong with it. Anyone able to understand what I did here see where the problem is?


*Edit* May 21
It is the order number, If i take that out it works, atleast all the ships go down anyways, ANyone know why the Order Number is becoming 2 for other Cast Numbers?
 
Last edited:
Level 13
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Lets get the code out first:

  • Spell Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Sets the Variables used by the Spell Cast trigger. I dont know if 0 is Default so im just making sure. --------
      • Set AB_Cast_Number = 0
      • Set Saucer_Duration = 0
      • Set AB_Target[AB_Cast_Number] = (Center of (Playable map area))
      • Custom script: call RemoveLocation(udg_AB_Target[udg_AB_Cast_Number])
      • Trigger - Turn off (This trigger)
  • Abduction Spell Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Alien Massacre
    • Actions
      • -------- NOTHING HERE SHOULD BE CHANGED --------
      • Set AB_Target[AB_Cast_Number] = (Target point of ability being cast)
      • -------- Sets the level of the UFO's Lasers = to the level of the hero's Spell. --------
      • Set AB_Level[AB_Cast_Number] = (Level of (Ability being cast) for (Triggering unit))
      • -------- Creates a FLying Saucer and smaller UFO's inside the MS and puts them in a group above target unit. And then sets the created units into a Variable. --------
      • Unit - Create 1 Mother Ship for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing AB_Target[AB_Cast_Number]
      • Set Saucer_Unit[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • Unit - Create 1 Tiny UFO for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing Default building facing degrees
      • Set TinyUFO1[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • Unit - Set level of UFO Laser for (Last created unit) to AB_Level[AB_Cast_Number]
      • Unit - Create 1 Tiny UFO for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing Default building facing degrees
      • Set TinyUFO2[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • Unit - Set level of UFO Laser for (Last created unit) to AB_Level[AB_Cast_Number]
      • Unit - Create 1 Tiny UFO for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing Default building facing degrees
      • Set TinyUFO3[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • Unit - Set level of UFO Laser for (Last created unit) to AB_Level[AB_Cast_Number]
      • Unit - Create 1 Tiny UFO for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing Default building facing degrees
      • Set TinyUFO4[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • Unit - Set level of UFO Laser for (Last created unit) to AB_Level[AB_Cast_Number]
      • -------- Turns on Action trigger to make the rest of the stuff happen. Only happens if no other UFO's are existing. --------
      • If (Saucer_Duration Equal to 0) then do (Trigger - Turn on Abduction Action <gen>) else do (Do nothing)
      • -------- Saucer_Duration if used to turn off the Abduction Action trigger when no saucers are on map. DONT CHANGE THIS --------
      • Set Saucer_Duration = (Saucer_Duration + 1)
      • -------- This is a Variable Timer used in the Action trigger --------
      • Set MS_Duration[AB_Cast_Number] = 270
      • -------- Setup Caster variable for next caster. --------
      • Set AB_Cast_Number = (AB_Cast_Number + 1)
  • Abduction Action
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • -------- Here is how MUI works, since basically our caster variable is a 0 to start off and then becomes 1 then 2, etc. this cycles throught those and does actions for the select units --------
      • For each (Integer Inter_A) from 0 to (AB_Cast_Number - 1), do (Actions)
        • Loop - Actions
          • Set MS_Duration[Inter_A] = (MS_Duration[Inter_A] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MS_Duration[Inter_A] Greater than 0
              • (Current flying height of Saucer_Unit[Inter_A]) Greater than or equal to 300.00
            • Then - Actions
              • Unit Group - Pick every unit in TU_Group[Inter_A] and do (Actions)
                • Loop - Actions
                  • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - 5.00) at 0.00
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current flying height of Saucer_Unit[Inter_A]) Less than or equal to 300.00
              • MS_Duration[Inter_A] Greater than 0
              • Order_Number[Inter_A] Equal to 0
              • (Distance between (Position of TinyUFO1[Inter_A]) and AB_Target[Inter_A]) Less than 1000.00
            • Then - Actions
              • Set Order_Number[Inter_A] = (Order_Number[Inter_A] + 1)
              • Set TU_Point[T1[Inter_A]] = ((Position of TinyUFO1[Inter_A]) offset by 1050.00 towards 45.00 degrees)
              • Unit - Order TinyUFO1[Inter_A] to Move To TU_Point[T1[Inter_A]]
              • -------- Custom script that removes location leaks. Location leaks are the area of the target, these are stored by the game cache (unless removed like this) and then dumped at the end, The reason for sometimes having a long loading screen at the end of a game. --------
              • Custom script: call RemoveLocation(udg_TU_Point[udg_T1[udg_Inter_A]])
              • Set TU_Point[T2[Inter_A]] = ((Position of TinyUFO2[Inter_A]) offset by 1000.00 towards 135.00 degrees)
              • Unit - Order TinyUFO2[Inter_A] to Move To TU_Point[T2[Inter_A]]
              • Custom script: call RemoveLocation(udg_TU_Point[udg_T2[udg_Inter_A]])
              • Set TU_Point[T3[Inter_A]] = ((Position of TinyUFO3[Inter_A]) offset by 1000.00 towards 225.00 degrees)
              • Unit - Order TinyUFO3[Inter_A] to Move To TU_Point[T3[Inter_A]]
              • Custom script: call RemoveLocation(udg_TU_Point[udg_T3[udg_Inter_A]])
              • Set TU_Point[T4[Inter_A]] = ((Position of TinyUFO4[Inter_A]) offset by 1000.00 towards 315.00 degrees)
              • Unit - Order TinyUFO4[Inter_A] to Move To TU_Point[T4[Inter_A]]
              • Custom script: call RemoveLocation(udg_TU_Point[udg_T4[udg_Inter_A]])
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current flying height of Saucer_Unit[Inter_A]) Less than or equal to 300.00
              • MS_Duration[Inter_A] Greater than 0
              • Order_Number[Inter_A] Equal to 1
              • (Distance between (Position of TinyUFO1[Inter_A]) and AB_Target[Inter_A]) Greater than or equal to 1000.00
            • Then - Actions
              • Set Order_Number[Inter_A] = (Order_Number[Inter_A] + 1)
              • Unit - Order TinyUFO1[Inter_A] to Move To AB_Target[Inter_A]
              • Unit - Order TinyUFO2[Inter_A] to Move To AB_Target[Inter_A]
              • Unit - Order TinyUFO3[Inter_A] to Move To AB_Target[Inter_A]
              • Unit - Order TinyUFO4[Inter_A] to Move To AB_Target[Inter_A]
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MS_Duration[Inter_A] Less than or equal to 0
            • Then - Actions
              • Unit Group - Pick every unit in TU_Group[Inter_A] and do (Actions)
                • Loop - Actions
                  • -------- If the saucer is above 300 FH and the target is alive, moves the UFO downward. --------
                  • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) + 10.00) at 0.00
                  • Custom script: call RemoveLocation(udg_AB_Target[udg_Inter_A])
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current flying height of Saucer_Unit[Inter_A]) Greater than 900.00
              • MS_Duration[Inter_A] Less than or equal to 0
            • Then - Actions
              • -------- Now that the UFO has its target and has been ordered to return home, when it reaches an area that is understandably out of sight it is removed. No reason to keep it around. --------
              • Unit Group - Pick every unit in TU_Group[Inter_A] and do (Actions)
                • Loop - Actions
                  • Unit - Remove (Picked unit) from the game
              • -------- Now that the saucer is gone this is now reduced by 1 if this becomes 0 again it turns off this trigger, no reason to have a trigger firing every .03 seconds for nothing. --------
              • Set Saucer_Duration = (Saucer_Duration - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Saucer_Duration Equal to 0
                • Then - Actions
                  • For each (Integer Inter_A) from 0 to (AB_Cast_Number - 1), do (Actions)
                    • Loop - Actions
                      • Set MS_Duration[Inter_A] = 270
                      • Set Order_Number[Inter_A] = 0
                  • Set AB_Cast_Number = 0
                  • Trigger - Turn off Abduction Action <gen>
                • Else - Actions
            • Else - Actions
Alrighty then...

First of all, this would be MUI anyways since it doesn't have any waits, as far as I can see. So there's no need to screw around with all those arrays.

Second of all, you're not increasing the AB_Cast_Number anywhere (again, as far as I can see) and I suppose that is the integer you use in the arrays for MUI, right?

Third of all, you don't need this:

  • Trigger - Turn off (This trigger)
in your Spell Initialization trigger.

That is all I see for now.
 
Level 9
Joined
Apr 7, 2008
Messages
176
Well it is MUI, but just not quite. It stops the second caster from his spell workin'. Dont the arrays have to be there? Otherwise the Action trigger wont know which UFO's to send out, right? Im seriously asking, because you seem to be a really smart guy on here and you said i dont need them, but I dont see how the spell could function without them.
Anyways the array it runs off of is increasing, Its the LAST line of the ABDUCTION spell cast trigger (Second Trigger).

Ok, now I was looking at the trigger and I seen that I put my timer UNDER the action that turns on the Action trigger. Well I put it above it and somehow it didnt make a difference??
But anyways its not that. :(
And now I just realized that that line thats on the bottom that increases my Casting variable should have also been above the Turning On action, Though I suppose these dont matter a whole hell of a lot, It does cause the trigger to act late I guess.
 
Last edited:

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
A Great GReat TIP for you ....

The UnitGroups ... cannot be indexed or [] arrayes and put units in them ... ASK PALADON ...
U cannot in GUI that is why JASS is better :)



OMG OMG OMG ... just found out why

Look when the first UFO finishes it starts turning off the trigger again and again ... so u have to make it
do nothing ... or else the triger will turn off every 0.03 seconds... !~!!!!!!!!11

If - Conditions

(Current flying height of Saucer_Unit[Inter_A]) Greater than 900.00
MS_Duration[Inter_A] Less than or equal to 0


.....................................................

Well it's always greater than 900 and less than 0 ... so it will turn off the trigger always.,...
Put a BOALAN TRUE or FALSE ... for preventing this BUG !!!
 
Last edited:
Level 9
Joined
Apr 7, 2008
Messages
176
Well somehow the unit groups work and Looping Animation FH change for each individual unit wont work. :( Dunno why, thats why ii did the unit groups in the first place.
Anyways im gonna try what you said now. I thought it might have been something with the unit groups so i removed those first,

Wait... I dont get that. I put in that it only turns itself off if there are NO UFO's on the map. And it cant turn itself off if its already off can it??
 

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
Look when the first UFO finishes it starts turning off the trigger again and again ... so u have to make it
do nothing ... or else the triger will turn off every 0.03 seconds... !~!!!!!!!!11

This is the problem ... look ur triger bugs ...

every 0.01 seconds

If X = True then
Make units invurnable
set time = time + 1
If Time = 9 then
Set X = False
set time = 0

You have to remove the bug like .. this ...
So it would not run always and set time = 0 ..
If u don't understand then u have no hope to make it MUI :(
 
Level 9
Joined
Apr 7, 2008
Messages
176
Here is the newest version....
This is updated since the posts below this. So those are irrelevant to this...Almost ;P

  • Abduction Spell Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Alien Massacre
    • Actions
      • -------- NOTHING HERE SHOULD BE CHANGED --------
      • Set AB_Target[AB_Cast_Number] = (Target point of ability being cast)
      • -------- Sets the level of the UFO's Lasers = to the level of the hero's Spell. --------
      • Set AB_Level[AB_Cast_Number] = (Level of (Ability being cast) for (Triggering unit))
      • -------- Creates a FLying Saucer and smaller UFO's inside the MS and puts them in a group above target unit. And then sets the created units into a Variable. --------
      • Unit - Create 1 Mother Ship for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing AB_Target[AB_Cast_Number]
      • Set Saucer_Unit[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • Unit - Create 1 Tiny UFO for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing Default building facing degrees
      • Set TinyUFO1[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • Unit - Create 1 Tiny UFO for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing Default building facing degrees
      • Set TinyUFO2[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • Unit - Create 1 Tiny UFO for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing Default building facing degrees
      • Set TinyUFO3[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • Unit - Create 1 Tiny UFO for (Owner of (Triggering unit)) at AB_Target[AB_Cast_Number] facing Default building facing degrees
      • Set TinyUFO4[AB_Cast_Number] = (Last created unit)
      • Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]
      • -------- Setup Caster variable for next caster. --------
      • Set AB_Cast_Number = (AB_Cast_Number + 1)
      • -------- Turns on Action trigger to make the rest of the stuff happen. Only happens if no other UFO's are existing. --------
      • If ((Abduction Action <gen> is on) Equal to False) then do (Trigger - Turn on Abduction Action <gen>) else do (Do nothing)
  • Abduction Action
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • -------- Here is how MUI works, since basically our caster variable is a 0 to start off and then becomes 1 then 2, etc. this cycles throught those and does actions for the select units --------
      • Game - Display to (All players) the text: Action Trigger On
      • For each (Integer Inter_A) from 0 to (AB_Cast_Number - 1), do (Actions)
        • Loop - Actions
          • Set MS_Duration[Inter_A] = (MS_Duration[Inter_A] - 1)
          • Game - Display to (All players) the text: Running (udg_Inter_...
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Order_Number[Inter_A] Equal to 0
              • (Current flying height of Saucer_Unit[Inter_A]) Greater than or equal to 300.00
            • Then - Actions
              • Unit Group - Pick every unit in TU_Group[Inter_A] and do (Actions)
                • Loop - Actions
                  • Game - Display to (All players) the text: Saucers Down
                  • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - 5.00) at 0.00
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current flying height of Saucer_Unit[Inter_A]) Less than or equal to 300.00
                  • Order_Number[Inter_A] Equal to 0
                  • (Distance between (Position of TinyUFO1[Inter_A]) and AB_Target[Inter_A]) Less than 1000.00
                • Then - Actions
                  • Game - Display to (All players) the text: Saucers Out
                  • Set Order_Number[Inter_A] = (Order_Number[Inter_A] + 1)
                  • Set TU_Point[T1[Inter_A]] = ((Position of TinyUFO1[Inter_A]) offset by 1050.00 towards 45.00 degrees)
                  • Unit - Order TinyUFO1[Inter_A] to Move To TU_Point[T1[Inter_A]]
                  • Unit - Add UFO Laser to TinyUFO1[Inter_A]
                  • Unit - Set level of UFO Laser for TinyUFO1[Inter_A] to AB_Level[AB_Cast_Number]
                  • -------- Custom script that removes location leaks. Location leaks are the area of the target, these are stored by the game cache (unless removed like this) and then dumped at the end, The reason for sometimes having a long loading screen at the end of a game. --------
                  • Custom script: call RemoveLocation(udg_TU_Point[udg_T1[udg_Inter_A]])
                  • Set TU_Point[T2[Inter_A]] = ((Position of TinyUFO2[Inter_A]) offset by 1000.00 towards 135.00 degrees)
                  • Unit - Order TinyUFO2[Inter_A] to Move To TU_Point[T2[Inter_A]]
                  • Unit - Add UFO Laser to TinyUFO2[Inter_A]
                  • Unit - Set level of UFO Laser for TinyUFO2[Inter_A] to AB_Level[AB_Cast_Number]
                  • Custom script: call RemoveLocation(udg_TU_Point[udg_T2[udg_Inter_A]])
                  • Set TU_Point[T3[Inter_A]] = ((Position of TinyUFO3[Inter_A]) offset by 1000.00 towards 225.00 degrees)
                  • Unit - Order TinyUFO3[Inter_A] to Move To TU_Point[T3[Inter_A]]
                  • Unit - Add UFO Laser to TinyUFO3[Inter_A]
                  • Unit - Set level of UFO Laser for TinyUFO3[Inter_A] to AB_Level[AB_Cast_Number]
                  • Custom script: call RemoveLocation(udg_TU_Point[udg_T3[udg_Inter_A]])
                  • Set TU_Point[T4[Inter_A]] = ((Position of TinyUFO4[Inter_A]) offset by 1000.00 towards 315.00 degrees)
                  • Unit - Order TinyUFO4[Inter_A] to Move To TU_Point[T4[Inter_A]]
                  • Unit - Add UFO Laser to TinyUFO4[Inter_A]
                  • Unit - Set level of UFO Laser for TinyUFO4[Inter_A] to AB_Level[AB_Cast_Number]
                  • Custom script: call RemoveLocation(udg_TU_Point[udg_T4[udg_Inter_A]])
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Current flying height of Saucer_Unit[Inter_A]) Less than or equal to 300.00
                      • Order_Number[Inter_A] Equal to 1
                      • (Distance between (Position of TinyUFO1[Inter_A]) and AB_Target[Inter_A]) Greater than 1000.00
                    • Then - Actions
                      • Game - Display to (All players) the text: Saucers In
                      • Set Order_Number[Inter_A] = (Order_Number[Inter_A] + 1)
                      • Unit - Order TinyUFO1[Inter_A] to Move To AB_Target[Inter_A]
                      • Unit - Order TinyUFO2[Inter_A] to Move To AB_Target[Inter_A]
                      • Unit - Order TinyUFO3[Inter_A] to Move To AB_Target[Inter_A]
                      • Unit - Order TinyUFO4[Inter_A] to Move To AB_Target[Inter_A]
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Order_Number[Inter_A] Equal to 2
                          • (Distance between (Position of TinyUFO1[Inter_A]) and AB_Target[Inter_A]) Less than 75.00
                        • Then - Actions
                          • Unit Group - Pick every unit in TU_Group[Inter_A] and do (Actions)
                            • Loop - Actions
                              • Game - Display to (All players) the text: Saucers Up
                              • -------- If the saucer is above 300 FH and the target is alive, moves the UFO downward. --------
                              • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) + 10.00) at 0.00
                        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current flying height of Saucer_Unit[Inter_A]) Greater than 900.00
              • Order_Number[Inter_A] Equal to 2
            • Then - Actions
              • -------- Now that the UFO has its target and has been ordered to return home, when it reaches an area that is understandably out of sight it is removed. No reason to keep it around. --------
              • Unit Group - Pick every unit in TU_Group[Inter_A] and do (Actions)
                • Loop - Actions
                  • Game - Display to (All players) the text: Remove Saucers
                  • Unit - Remove (Picked unit) from the game
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units of type Mother Ship)) Less than 1
        • Then - Actions
          • For each (Integer Inter_A) from 0 to (AB_Cast_Number - 1), do (Actions)
            • Loop - Actions
              • Game - Display to (All players) the text: Set Order_# = 0 Re...
              • Set Order_Number[Inter_A] = 0
              • Custom script: call RemoveLocation(udg_AB_Target[udg_Inter_A])
          • Game - Display to (All players) the text: Action Trigger OFF
          • Set AB_Cast_Number = 0
          • Trigger - Turn off (This trigger)
        • Else - Actions
The file below this is updated to this as well.
 
Last edited:

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
Unit Group - Add (Last created unit) to TU_Group[AB_Cast_Number]

This will not work ... I could make the spell MUI for u ..
Coz man ur a nut JOB .... u didn't understand what i said !

Try to DEBUG the trigger ...

Could i ask u to do something ... ...

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If - Conditions

(Number of units in (Units of type Mother Ship)) Equal to 0

Then - Actions

For each (Integer Inter_A) from 0 to (AB_Cast_Number - 1), do (Actions)

Loop - Actions

Set MS_Duration[Inter_A] = 270
Set Order_Number[Inter_A] = 0

Add a DEBUG MESSAGE HERE and see what will happen ...

Set AB_Cast_Number = 0
Trigger - Turn off (This trigger
 
Level 9
Joined
Apr 7, 2008
Messages
176
Ok, hang on
Ok, i did it and it only said it once. Whose the nut job??? :p J/K But anyways, it should only fire once because if the trigger is off it cant fire right?
Have u tried the map out? Because its hard to tell what the bug is exactly. Just try casting the spell while the other units saucer is going up, try it 2 or 3 times.
Ok, so I used your idea of putting in a message, I put a message into each action of the Action Trigger, LOL. So I think its somehting with the timers. Maybe the timer is freezing?? but if thats true then The ship would move SOMEWHERE. right?
 
Level 9
Joined
Apr 7, 2008
Messages
176
I did, the bug happens while 1 is still going up and another is created. But the 1 still keeps going up, and the new one stays still... So if the trigger were turned off, the 1 wouldnt keep going up. I think its the timer integer, I thought of an idea while i was on the crapper and im going to try it out. :D Im gonna replace the timer condition with Order number condition.
 
Level 9
Joined
Apr 7, 2008
Messages
176
Ok, well anyone else?? Because dude, ive tried everything you've suggested. I even tried making a seperate trigger and making it turn off the Action trigger if the Number of UFO's became 0. It is definately NOT the trigger turning itself off. But so far what Ive figured out, because I put those messages in there thanx to RMX, It stops (Still running) at the first set of conditions, for some reason the Order Number is not 0 when the spell is cast, so the spell bugs. That is the problem.
 
Last edited:
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