• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

[Trigger] Problems with unit creation

Status
Not open for further replies.
Level 8
Joined
Sep 24, 2007
Messages
300
No units are created. Watafak? :/
  • Basics
    • Events
      • Time - Elapsed game time is 0.50 seconds
    • Conditions
    • Actions
      • -------- UNIT CREATION --------
        • Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
          • Loop - Actions
            • -------- GONDOR MEELE CORPS 1 --------
            • Set Temploc = (Center of meele spawn gondor 1 <gen>)
            • Unit - Create 1 Footman for MeelePlayer[1] at Temploc facing 180.00 degrees
            • Unit Group - Add (Last created unit) to UnitGroup[1]
            • Unit - Set the custom value of (Last created unit) to 1
            • Custom script: call RemoveLocation(udg_Temploc)
            • -------- GONDOR MEELE CORPS 2 --------
            • Set Temploc = (Center of meele spawn gondor 2 <gen>)
            • Unit - Create 1 Footman for MeelePlayer[1] at Temploc facing 180.00 degrees
            • Unit - Set the custom value of (Last created unit) to 2
            • Unit Group - Add (Last created unit) to UnitGroup[2]
            • Custom script: call RemoveLocation(udg_Temploc)
            • Game - Display to (All players) the text: loop
Also, I am doing a selection system that would select all units from the same group. Dunno yet if it works, but just to ask if there's anything wrong so I won't come and ask twice.
  • selection system
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 7 (Green) Selects a unit
      • Player - Player 8 (Pink) Selects a unit
      • Player - Player 9 (Gray) Selects a unit
      • Player - Player 10 (Light Blue) Selects a unit
      • Player - Player 11 (Dark Green) Selects a unit
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to (==) Footman
      • (Unit-type of (Triggering unit)) Equal to (==) Rohan knight
      • (Unit-type of (Triggering unit)) Equal to (==) Archer
      • (Unit-type of (Triggering unit)) Equal to (==) Grunt
      • (Unit-type of (Triggering unit)) Equal to (==) Raider
      • (Unit-type of (Triggering unit)) Equal to (==) Long distance artilery
      • (Unit-type of (Triggering unit)) Equal to (==) Catapult
      • (Unit-type of (Triggering unit)) Equal to (==) Gryphon Rider
      • (Unit-type of (Triggering unit)) Equal to (==) Gryphon Rider
    • Actions
      • Selection - Select UnitGroup[(Custom value of (Triggering unit))] for (Triggering player)
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
Is MeelePlayer[1] properly defined?

The second trigger needs to be

  • Conditions
    • OR
      • (Unit-type of (Triggering unit)) Equal to (==) Footman
      • (Unit-type of (Triggering unit)) Equal to (==) Rohan knight
      • ...
The first trigger is a bit unefficient, move set loc = center... and call RemoveLocation... out of the loop...nevermind, I'll post a trigger soon.
 
Level 8
Joined
Sep 24, 2007
Messages
300
  • Hero pick
    • Events
      • Unit - A unit enters hero pick <gen>
    • Conditions
    • Actions
      • -------- GONDOR HEROES --------
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Unit-type of (Triggering unit)) Equal to (==) Aragorn
          • Then - Actions
            • Set Temploc = (Position of Meele shop 0018 <gen>)
            • Unit - Move (Triggering unit) instantly to Temploc
            • Camera - Pan camera for (Owner of (Triggering unit)) to Temploc over 0.00 seconds
            • Custom script: call RemoveLocation(udg_Temploc)
            • Set Tempgroup = (Units owned by (Owner of (Triggering unit)) of type Circle of Power)
            • Unit Group - Pick every unit in Tempgroup and do (Actions)
              • Loop - Actions
                • Unit - Remove (Picked unit) from the game
            • Custom script: call DestroyGroup(udg_Tempgroup)
            • Set MeelePlayer[1] = (Owner of (Triggering unit))
            • Hero - Create Sun Key and give it to (Triggering unit)
            • Hero - Create Meele Army Orders and give it to (Triggering unit)
            • Hero - Create Army Movement Points and give it to (Triggering unit)
          • Else - Actions
Player is assigned when player picks his hero. Didn't have any problems with it so far.
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
  • Untitled Trigger 001 Copy
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Set Temp_Loc_1 = (Center of Region 000 <gen>)
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Footman for Players[1] at Temp_Loc_1 facing Default building facing degrees
          • Unit Group - Add (Last created unit) to Unit_Group[1]
          • Unit - Set the custom value of (Last created unit) to 1
      • Custom script: call RemoveLocation(udg_Temp_Loc_1)
      • Set Temp_Loc_1 = (Center of Region 001 <gen>)
      • For each (Integer A) from 1 to 7, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Footman for Players[1] at Temp_Loc_1 facing Default building facing degrees
          • Unit Group - Add (Last created unit) to Unit_Group[2]
          • Unit - Set the custom value of (Last created unit) to 2
      • Custom script: call RemoveLocation(udg_Temp_Loc_1)
  • Untitled Trigger 002
    • Events
      • Player - Player 1 (Red) Selects a unit
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Footman
      • boolean[(Player number of (Triggering player))] Equal to False
    • Actions
      • Set boolean[(Player number of (Triggering player))] = True
      • Selection - Select Unit_Group[(Custom value of (Triggering unit))]
      • Countdown Timer - Start Timers[(Player number of (Triggering player))] as a One-shot timer that will expire in 0.10 seconds
  • Untitled Trigger 003
    • Events
      • Time - Timers[1] expires
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • boolean[(Integer A)] Equal to True
            • Then - Actions
              • Set boolean[(Integer A)] = False
            • Else - Actions
Without the countdown timer, the trigger will cause an infinite loop, and the game will crash.
 
Level 8
Joined
Sep 24, 2007
Messages
300
sry for double post

The create units trigger still doesn't work. It must be something simple I guess. I will re-check regions, player and check if some other trigger is contradicting it. It must be something like this. :/


DANG! Units are created after 1 sec of game, but player is set after hero pick.

FAIL, sorry to use your time. But thanks for the fixes.
 
Status
Not open for further replies.
Top