- Joined
- May 20, 2008
- Messages
- 138
I have a couple of triggers in my map that are supposed to fire when a unit belonging to an enemy of player 12 enters a certain region. But for some reason these triggers sometimes fire at random when no unit meeting the condition is near. It's as if an invisible unit is teleporting around the map and entering the regions. The weird thing is that this only happens sometimes, and other playthroughs of the map everything works perfectly. Sometimes units that are removed via a trigger action such as "Unit - Remove BOSS_SPIRIT from the game" aren't completely removed; rather the model and shadow disappear but the unit itself is still there, invisible and untargetable and attacks other units from its invisibility.
Here are some example triggers:
This trigger has turned itself off at random without executing the other actions:
This trigger has activated the visibility emitter when the units who can enter the region to fire the trigger have been at the other end of the map.
This trigger has also fired when units are at the opposite end of the map
What could be the cause of this and how do I fix it so triggers don't fire randomly without a reason?
Here are some example triggers:
This trigger has turned itself off at random without executing the other actions:
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Gauntlet pull 10 start
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Events
- Unit - A unit enters Gauntlet pull 10 <gen>
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Conditions
- ((Entering unit) belongs to an enemy of Player 12 (Brown)) Equal to True
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Actions
- Trigger - Turn off (This trigger)
- Unit Group - Add all units of Gauntlet_pull_10 to Gauntlet_respawn_units
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Unit Group - Pick every unit in Gauntlet_pull_10 and do (Actions)
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Loop - Actions
- Unit - Make (Picked unit) Vulnerable
- Unit - Unpause (Picked unit)
- Set GEN_TEMP_POINT_1 = (Center of Gauntlet bottom <gen>)
- Unit - Order (Picked unit) to Attack-Move To GEN_TEMP_POINT_1
- Custom script: call RemoveLocation(udg_GEN_TEMP_POINT_1)
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Loop - Actions
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Events
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Visibility gauntlet 1
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Events
- Unit - A unit enters Visibility gauntlet 1 <gen>
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Conditions
- ((Entering unit) belongs to an enemy of Player 12 (Brown)) Equal to True
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Actions
- Trigger - Turn off (This trigger)
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Player Group - Pick every player in P_PLAYER_GROUP and do (Actions)
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Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Visibility gauntlet 1 <gen>
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Loop - Actions
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Events
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Hostage 01 rescue
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Events
- Unit - A unit enters Hostage 01 rescue <gen>
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Conditions
- ((Entering unit) belongs to an enemy of Player 12 (Brown)) Equal to True
- (TIMED_EVENT_hostg01 is alive) Equal to True
- (BOSS01 is dead) Equal to True
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Actions
- Trigger - Turn off (This trigger)
- Special Effect - Destroy TIMED_EVENT_net_effect01
- Special Effect - Destroy TIMED_EVENT_talk_to_me01
- Set Q_TimeTrial_hostgs_rescued = (Q_TimeTrial_hostgs_rescued + 1)
- Quest - Mark Q_TimeTrial_savehostage01 as Completed
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Q_TimeTrial_hostgs_rescued Equal to 4
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Then - Actions
- Quest - Mark Q_qTimeTrial as Completed
- Quest - Display to (All players) the Quest Completed message: |cffffcc00QUEST COM...
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Else - Actions
- Trigger - Run Timed event Time Trial quest update <gen> (checking conditions)
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If - Conditions
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Events