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[Trigger] Need help debugging a trigger..

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Level 6
Joined
Mar 15, 2005
Messages
112
Need help debugging a trigger.
this trigger is meant to create a cool down on your player's attack like in Dark Invasion 2. This trigger works most of the time but delay on b.net causes it to malfunction a lot. Heres the trigger in text format. The first part is what activates the cool down funtions.

Attack1
Events
Unit - A unit owned by Player 1 (Red) Begins casting an ability
Conditions
Multiple ConditionsOr - Any (Conditions) are true
Conditions
(Ability being cast) Equal to (==) Attack
Actions
Floating Text - Destroy FloatingDamage[1]
Floating Text - Destroy FloatingIncrease[1]
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Less than (<) 15
Then - Actions
Floating Text - Create floating text that reads (String((Damage[1] x (Strength of Hero[1] (Include bonuses))))) above (Target unit of ability being cast) with Z offset 0.00, using font size 7.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Set DamageIndicator[1] = (Last created floating text)
Else - Actions
Floating Text - Create floating text that reads (String((Damage[1] x (Strength of Hero[1] (Include bonuses))))) above (Target unit of ability being cast) with Z offset 0.00, using font size 13.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Set MaxedHit[1] = (Last created floating text)
Unit - Cause Hero[1] to damage (Target unit of ability being cast), dealing ((Real(Damage[1])) x (Real((Strength of Hero[1] (Include bonuses))))) damage of attack type Hero and damage type Normal
Set Damage[1] = 0
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Multiple ConditionsOr - Any (Conditions) are true
Conditions
(Owner of (Target unit of ability being cast)) Equal to (==) Player 9 (Gray)
Then - Actions
Unit - Change ownership of (Target unit of ability being cast) to Neutral Hostile and Change color
Else - Actions
Do nothing
Trigger - Run Attack1Damage <gen> (checking conditions)
Wait 0.30 seconds
Floating Text - Destroy DamageIndicator[1]
Floating Text - Destroy MaxedHit[1]


This next part is the cool down funtions:

Attack1Damage
Events
Conditions
Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 0
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Create floating text that reads IIIIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (5.00%, 5.00%, 5.00%), and 75.00% transparency
Set FloatingDamage[1] = (Last created floating text)
Floating Text - Create floating text that reads I above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 1
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads II above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 2
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads III above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 3
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 4
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 5
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 6
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 7
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 8
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 9
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 10
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 11
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 12
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 13
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 14
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 15
(Hero[1] is alive) Equal to (==) True
Then - Actions
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Destroy FloatingDamage[1]
Else - Actions
Do nothing

__________________
Every time you masterbate... God kills a kitten. (Please think of the kittens)
Last edited by IncubiProtocoL; 10-19-2008 at 09:50 AM.
 
Last edited:
Level 6
Joined
Sep 13, 2008
Messages
261
You can right click the name of a trigger in the editor and hit copy as text.
Then paste it here and it will look like an actual trigger.

  • Events
  • Posts a Trigger
But your spell there looks a little over my head.

I know that begins casting an ability bugs alot and you should use starts the effect of an ability though.
 
Level 6
Joined
Mar 15, 2005
Messages
112
Thanks, and yea this trigger is huge but not very complicated if you have time to read it lol. Yea I'll edit this so it looks that way. I was using starts the effects of an ability but I thought that might be the problem so I tried begins casting.. I'm thinking the only problems with this trigger are memory leaks and timing issues. EDIT: Strange My editor doesn't have that option when I right click a trigger's name. The way I copied it before is edit+copy as text.
 
Level 14
Joined
Jul 26, 2008
Messages
1,009
Yeah, you're definently gonna have to right click the trigger and pick Copy As Text. Make sure you have NGJP, cause I'm not sure if normal WE has that option. Maybe JassHelper does though.

Anyways, the problem with your current method is that it turns it into JASS, not GUI. And I know you don't know much about JASS.

You also should place
JASS:
around the entire trigger to make it look like JASS.
 
  • Attack1Damage
  • Events
  • Conditions
  • Actions
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 0
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Create floating text that reads IIIIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (5.00%, 5.00%, 5.00%), and 75.00% transparency
  • Set FloatingDamage[1] = (Last created floating text)
  • Floating Text - Create floating text that reads I above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 1
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads II above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 2
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads III above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 3
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 4
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 5
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 6
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 7
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 8
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 9
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 10
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 11
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 12
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 13
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 14
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Set Damage[1] = (Damage[1] + 1)
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Create floating text that reads IIIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
  • Set FloatingIncrease[1] = (Last created floating text)
  • Else - Actions
  • Do nothing
  • Wait (Real(AttackCooldown[1])) seconds
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Damage[1] Equal to (==) 15
  • (Hero[1] is alive) Equal to (==) True
  • Then - Actions
  • Floating Text - Destroy FloatingIncrease[1]
  • Floating Text - Destroy FloatingDamage[1]
  • Else - Actions
  • Do nothing
might look better...
 
Level 14
Joined
Jul 26, 2008
Messages
1,009
Oh hey Incubi! I just realized something very very very very important.

Do a test. Play it alone, by yourself, and see if the problem happens. If it does, ignore the rest of this post.

Test it again in multiplayer with someone else. If the problem only happens with someone else, then you're likely having issues with multi-instancability.

That global variables are screwing each other over. You'll have to switch to local variables.

Here's the tutorial on local variables if that does seem to be your problem:
http://www.hiveworkshop.com/forums/f280/local-variables-34049/
 
Level 6
Joined
Mar 15, 2005
Messages
112
K, Thanks everyone. I hate to even post this trigger it leaks like hell. I'm thinking of a better way to do the whole thing. Can't imagine trying to write this 8 times for each player anyway. Writing it for me and you titan took like 2 hours lol. Your right I have no problems in single player. I thought maybe it was delay on b.net but your probably right with the locals. I haven't looked at them yet but I will make sure to do that. Yo, I'm using ngjp dunno why I can't copy as text like you guys do... I can only go to edit>copy as text.
 
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