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need help with some trigger errors

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Level 1
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Nov 28, 2009
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good evening.

i am working on a HeroWars remake currently for SC2 and i have some weird errors right now, that i simply can't find the reason for.

i added some relative huge things to the map recently, but im not really sure if these might be the problem, and if so - where exactly.

the thing is this - i have an system that opens an dialog based attribute purchase system for an hero that walks in the desired region that is surrounding an building.

the dialog opens, you can buy you attributes and just leave - worked perfectly last days.
now it starts spitting these errors, and i cant find the reason.

i will attach some screenshots of the errors and functions/triggers - any help would be really nice, and if its needed i would also upload the map itself.

kind regards, PatchOne
 

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  • trigger_func.png
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Level 13
Joined
Apr 15, 2008
Messages
1,063
The problem is that you incorrectly use the Event. This trigger fires when ANY player click ANY button in ANY dialog.
So, what you need to do:
1) Disable this trigger as soon as all heroes are selected.
2) Either delete this event and use a specific events for all of the buttons (use custom script to add several events for this trigger, one for each of the buttons), OR check whether player actually clicked any of the buttons, not some other button on some other dialog. A simple "Skip remainig actions" in the "default" tag of the switch should do the job.

Also, I found following errors (unrelated to your problem):
1) The dialog is beeing hidden for (Active players), while you propably want everyone to click it.
2) You just hide the dialog and don't check wheter the player has already chosen a hero. While in test mode that is no problem, on b.net player will be able to spam-click the dialog button and spawn a horde of heroes.
 
Level 1
Joined
Nov 28, 2009
Messages
5
The problem is that you incorrectly use the Event. This trigger fires when ANY player click ANY button in ANY dialog.
So, what you need to do:
1) Disable this trigger as soon as all heroes are selected.
2) Either delete this event and use a specific events for all of the buttons (use custom script to add several events for this trigger, one for each of the buttons), OR check whether player actually clicked any of the buttons, not some other button on some other dialog. A simple "Skip remainig actions" in the "default" tag of the switch should do the job.

Also, I found following errors (unrelated to your problem):
1) The dialog is beeing hidden for (Active players), while you propably want everyone to click it.
2) You just hide the dialog and don't check wheter the player has already chosen a hero. While in test mode that is no problem, on b.net player will be able to spam-click the dialog button and spawn a horde of heroes.

thanks! i actually found that out already yesterday, but that was exactly the problem.

also thanks for the "bugs" you found in my code, i was aware of thathiding for active players but not that other one - helped me a lot!
 
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