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[Trigger] Round Problem

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Level 14
Joined
Nov 30, 2013
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I been having a problem from my trigger.
I try to make a trigger that if the player's base destroyed.
It will respawn again and again until it reach the final round.
Here's the trigger.
  • Base Kill First
    • Events
      • Unit - A unit Dies
    • 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
              • (Dying unit) Equal to UnitBase[(Integer A)]
              • FirstPlayerDefeat Equal to False
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CurrentRound[(Player number of (Owner of (Dying unit)))] Not equal to RoundMaximun
                  • CurrentRound[(Player number of (Owner of (Killing unit)))] Not equal to RoundMaximun
                • Then - Actions
                  • Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has defeated + ((Name of (Owner of (Dying unit))) + in a first place.)))
                  • Sound - Play Hint <gen>
                  • Trigger - Turn on Base Kill <gen>
                  • Wait 0.50 seconds
                  • Set FirstPlayerDefeat = True
                  • Wait 1.50 seconds
                  • Set CurrentRound[(Player number of (Owner of (Dying unit)))] = (CurrentRound[(Player number of (Owner of (Dying unit)))] + 1)
                  • Set CurrentRound[(Player number of (Owner of (Killing unit)))] = (CurrentRound[(Player number of (Owner of (Killing unit)))] + 1)
                  • Game - Display to (Player group((Owner of (Dying unit)))) the text: (|cFFFF8040Round|r + (String(CurrentRound[(Player number of (Owner of (Dying unit)))])))
                  • Game - Display to (Player group((Owner of (Killing unit)))) the text: (|cFFFF8040Round|r + (String(CurrentRound[(Player number of (Owner of (Killing unit)))])))
                  • Unit - Create 1 Empty Base for (Owner of (Dying unit)) at ((Owner of (Dying unit)) start location) facing Default building facing degrees
                  • Set UnitBase[(Player number of (Owner of (Dying unit)))] = (Last created unit)
                  • Unit - Create 1 Empty Base for (Owner of (Killing unit)) at ((Owner of (Killing unit)) start location) facing Default building facing degrees
                  • Set UnitBase[(Player number of (Owner of (Killing unit)))] = (Last created unit)
                  • Player - Set (Owner of (Dying unit)) Current gold to 100
                  • Player - Set (Owner of (Killing unit)) Current gold to 100
                  • Player - Set (Owner of (Dying unit)) Current lumber to 0
                  • Player - Set (Owner of (Killing unit)) Current lumber to 0
                • Else - Actions
                  • Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit))) and do (Actions)
                    • Loop - Actions
                      • Unit - Remove (Picked unit) from the game
                  • Unit Group - Pick every unit in (Units owned by (Owner of (Killing unit))) and do (Actions)
                    • Loop - Actions
                      • Unit - Remove (Picked unit) from the game
                  • Game - Display to (Player group((Owner of (Dying unit)))) the text: |cFFFF0000You have ...
                  • Game - Display to (Player group((Owner of (Killing unit)))) the text: |cFF00FF00You have ...
                  • Set PlayerFinishedGame[(Player number of (Owner of (Dying unit)))] = True
                  • Set PlayerFinishedGame[(Player number of (Owner of (Killing unit)))] = True
            • Else - Actions
2nd one.
  • Base Kill
    • Events
      • Unit - A unit Dies
    • 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
              • (Dying unit) Equal to UnitBase[(Integer A)]
              • FirstPlayerDefeat Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CurrentRound[(Player number of (Owner of (Dying unit)))] Less than RoundMaximun
                  • CurrentRound[(Player number of (Owner of (Killing unit)))] Less than RoundMaximun
                • Then - Actions
                  • Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has defeated + (Name of (Owner of (Dying unit)))))
                  • Sound - Play Hint <gen>
                  • Wait 2.00 seconds
                  • Set CurrentRound[(Player number of (Owner of (Dying unit)))] = (CurrentRound[(Player number of (Owner of (Dying unit)))] + 1)
                  • Set CurrentRound[(Player number of (Owner of (Killing unit)))] = (CurrentRound[(Player number of (Owner of (Killing unit)))] + 1)
                  • Game - Display to (Player group((Owner of (Dying unit)))) the text: (|cFFFF8040Round|r + (String(CurrentRound[(Player number of (Owner of (Dying unit)))])))
                  • Game - Display to (Player group((Owner of (Killing unit)))) the text: (|cFFFF8040Round|r + (String(CurrentRound[(Player number of (Owner of (Killing unit)))])))
                  • Unit - Create 1 Empty Base for (Owner of (Dying unit)) at ((Owner of (Dying unit)) start location) facing Default building facing degrees
                  • Set UnitBase[(Player number of (Owner of (Dying unit)))] = (Last created unit)
                  • Unit - Create 1 Empty Base for (Owner of (Killing unit)) at ((Owner of (Killing unit)) start location) facing Default building facing degrees
                  • Set UnitBase[(Player number of (Owner of (Killing unit)))] = (Last created unit)
                  • Player - Set (Owner of (Dying unit)) Current gold to 100
                  • Player - Set (Owner of (Killing unit)) Current gold to 100
                  • Player - Set (Owner of (Dying unit)) Current lumber to 0
                  • Player - Set (Owner of (Killing unit)) Current lumber to 0
                • Else - Actions
                  • Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit))) and do (Actions)
                    • Loop - Actions
                      • Unit - Remove (Picked unit) from the game
                  • Unit Group - Pick every unit in (Units owned by (Owner of (Killing unit))) and do (Actions)
                    • Loop - Actions
                      • Unit - Remove (Picked unit) from the game
                  • Game - Display to (Player group((Owner of (Dying unit)))) the text: |cFFFF0000You have ...
                  • Game - Display to (Player group((Owner of (Killing unit)))) the text: |cFF00FF00You have ...
                  • Set PlayerFinishedGame[(Player number of (Owner of (Dying unit)))] = True
                  • Set PlayerFinishedGame[(Player number of (Owner of (Killing unit)))] = True
            • Else - Actions
The problem of this trigger was it can't spawn player base.
Only the gametext appear as "(Owner of Dying unit) has defeated (Owner of Killing Unit)"
 
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