- Joined
- Sep 11, 2004
- Messages
- 73
Related Triggers to the issue: DESCRIPTION OF ISSUE BELOW TRIGGERS.
So we have a minigame in which you have 4 foot switches each with an option on them and a chest sitting on a little island. The minigame works like this: 60 seconds long, 12 seconds in-between each chest reveal, 10 seconds to pick an option, 3 being wrong, one being right. The triggers above are what relate to option 3 - our problem option. It is EXACTLY the same as all the other triggers, except the fact that it uses the region New Option 3 which is also no different from the other 3 regions. NOTE: The top-most trigger is being force-run by the minigame setup.
Our issue is: When a unit enters this region, when it is set to be the correct region, they are not gettting the gold or points, but are getting moved back correctly and paused. However all of the other options, etc, work, and they are all exactly the same setup as these.
Our question is: WTF IS GOING ON? Why can a singular region not work? We've tried the following: replacing our old region (option 3) with (new option 3). Deleting triggers, and remaking them from scratch. Moving the region slightly off the foot switch area. We also thought it was the unit being spawned on top of the region, so we replaced it with floating text, still didn't work.
If you need further information or more triggers posted up i can do that, thank you.
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Option 3
- Events
- Conditions
-
Actions
- Set RightAnswer_Pirate = New Option 3 <gen>
- Set RevealOptions = 3
- Unit - Create 1 Coin for Player 7 (Green) at (Center of Option1 <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Unit - Create 1 Ship for Player 7 (Green) at (Center of Option2 <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Unit - Create 1 Rum Bottle for Player 7 (Green) at (Center of New Option 3 <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Unit - Create 1 Jan the Chicken for Player 7 (Green) at (Center of Option4 <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Unit Group - Pick every unit in (Units in WhatsintheChestZone <gen>) and do (Unit - Unpause (Picked unit))
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Correct Option 3
-
Events
- Unit - A unit enters New Option 3 <gen>
-
Conditions
- (Owner of (Entering unit)) Not equal to Player 7 (Green)
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (RightAnswer_Pirate contains (Entering unit)) Equal to True
-
Then - Actions
- Set MinigamePoints[(Player number of (Owner of (Entering unit)))] = (MinigamePoints[(Player number of (Owner of (Entering unit)))] + 1)
- Player - Add 1 to (Owner of (Entering unit)) Current gold
- Wait 0.10 seconds
- Unit - Move (Entering unit) instantly to (Center of WhatsintheChestStart <gen>)
- Unit - Pause (Entering unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Incorrect Option 3
-
Events
- Unit - A unit enters New Option 3 <gen>
-
Conditions
- (Owner of (Entering unit)) Not equal to Player 7 (Green)
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (RightAnswer_Pirate contains (Entering unit)) Equal to False
-
Then - Actions
- Wait 0.10 seconds
- Unit - Move (Entering unit) instantly to (Center of WhatsintheChestStart <gen>)
- Unit - Pause (Entering unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Reveal Chest
-
Events
- Time - PirateTimer expires
- Conditions
-
Actions
- Unit Group - Pick every unit in Removal_Units and do (Unit - Remove (Picked unit) from the game)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RevealOptions Equal to 1
-
Then - Actions
- Game - Display to Minigamers the text: |cffFF8000It's a pi...
- Unit - Create 1 Captain Booty for Player 7 (Green) at (Center of TreasureSpecial <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Animation - Play Treasure Chest 0047 <gen>'s Morph animation
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RevealOptions Equal to 2
-
Then - Actions
- Game - Display to Minigamers the text: |cffFF8000It's a sh...
- Unit - Create 1 Ship for Player 7 (Green) at (Center of TreasureSpecial <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Animation - Play Treasure Chest 0047 <gen>'s Morph animation
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RevealOptions Equal to 3
-
Then - Actions
- Game - Display to Minigamers the text: |cffFF8000It's a ru...
- Unit - Create 1 Rum Bottle for Player 7 (Green) at (Center of TreasureSpecial <gen>) facing 166.00 degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Animation - Play Treasure Chest 0047 <gen>'s Morph animation
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RevealOptions Equal to 4
-
Then - Actions
- Game - Display to Minigamers the text: |cffFF8000It's a co...
- Unit - Create 1 Coin for Player 7 (Green) at (Center of TreasureSpecial <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Animation - Play Treasure Chest 0047 <gen>'s Morph animation
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RevealOptions Equal to 5
-
Then - Actions
- Game - Display to Minigamers the text: |cffFF8000It's trea...
- Unit - Create 1 Treasure for Player 7 (Green) at (Center of TreasureSpecial <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Animation - Play Treasure Chest 0047 <gen>'s Morph animation
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RevealOptions Equal to 6
-
Then - Actions
- Game - Display to Minigamers the text: |cffFF8000It's a pi...
- Unit - Create 1 Pirate Hat for Player 7 (Green) at (Center of TreasureSpecial <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Animation - Play Treasure Chest 0047 <gen>'s Morph animation
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RevealOptions Equal to 7
-
Then - Actions
- Game - Display to Minigamers the text: |cffFF8000It's Jan ...
- Unit - Create 1 Jan the Chicken for Player 7 (Green) at (Center of TreasureSpecial <gen>) facing Default building facing degrees
- Unit Group - Add (Last created unit) to Removal_Units
- Animation - Play Treasure Chest 0047 <gen>'s Morph animation
- Else - Actions
-
If - Conditions
- Unit Group - Pick every unit in Removal_Units_2 and do (Unit - Pause (Picked unit))
- Countdown Timer - Destroy PirateTimer_Window
- Wait 2.00 seconds
- Unit Group - Pick every unit in Removal_Units and do (Unit - Remove (Picked unit) from the game)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- WITC_Randomizer Equal to 1
- Whatsinthechest_on Equal to True
-
Then - Actions
- Trigger - Run Option 1 <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- WITC_Randomizer Equal to 2
- Whatsinthechest_on Equal to True
-
Then - Actions
- Trigger - Run Option 2 <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- WITC_Randomizer Equal to 3
- Whatsinthechest_on Equal to True
-
Then - Actions
- Trigger - Run Option 3 <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- WITC_Randomizer Equal to 4
- Whatsinthechest_on Equal to True
-
Then - Actions
- Trigger - Run Option 4 <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- WITC_Randomizer Equal to 5
- Whatsinthechest_on Equal to True
-
Then - Actions
- Trigger - Run Option 5 <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- WITC_Randomizer Equal to 6
- Whatsinthechest_on Equal to True
-
Then - Actions
- Trigger - Run Option 6 <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- WITC_Randomizer Equal to 7
- Whatsinthechest_on Equal to True
-
Then - Actions
- Trigger - Run Option 7 <gen> (checking conditions)
- Else - Actions
-
If - Conditions
- Animation - Play Treasure Chest 0047 <gen>'s stand animation
- Special Effect - Destroy Pirate_Effect
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Whatsinthechest_on Equal to True
-
Then - Actions
- Countdown Timer - Start PirateTimer as a One-shot timer that will expire in 10.00 seconds
- Countdown Timer - Create a timer window for (Last started timer) with title Chest Revealed:
- Set PirateTimer_Window = (Last created timer window)
- Else - Actions
-
If - Conditions
-
Events
So we have a minigame in which you have 4 foot switches each with an option on them and a chest sitting on a little island. The minigame works like this: 60 seconds long, 12 seconds in-between each chest reveal, 10 seconds to pick an option, 3 being wrong, one being right. The triggers above are what relate to option 3 - our problem option. It is EXACTLY the same as all the other triggers, except the fact that it uses the region New Option 3 which is also no different from the other 3 regions. NOTE: The top-most trigger is being force-run by the minigame setup.
Our issue is: When a unit enters this region, when it is set to be the correct region, they are not gettting the gold or points, but are getting moved back correctly and paused. However all of the other options, etc, work, and they are all exactly the same setup as these.
Our question is: WTF IS GOING ON? Why can a singular region not work? We've tried the following: replacing our old region (option 3) with (new option 3). Deleting triggers, and remaking them from scratch. Moving the region slightly off the foot switch area. We also thought it was the unit being spawned on top of the region, so we replaced it with floating text, still didn't work.
If you need further information or more triggers posted up i can do that, thank you.