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Simple trigger why not working?

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Level 6
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Aug 5, 2015
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this trigger worked
  • sand buff
    • Events
      • Time - Every 7.00 seconds of game time
    • Conditions
    • Actions
      • Set SANDGROUP = (Units in Region Sand <gen>)
      • Unit Group - Pick every unit in SANDGROUP and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) belongs to an enemy of Player 12 (Brown)) Equal to True
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Set SANDSPOT = (Position of (Picked unit))
              • Unit - Create 1 Caster Dummy (SAND) for Player 12 (Brown) at SANDSPOT facing Default building facing degrees
              • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Custom script: call RemoveLocation(udg_SANDSPOT)
              • Custom script: call DestroyGroup(udg_SANDGROUP)
            • Else - Actions
and this trigger not work. why?

  • sand buff enter
    • Events
      • Unit - A unit enters Region Sand <gen>
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((Entering unit) is alive) Equal to True
          • ((Entering unit) belongs to an enemy of Player 12 (Brown)) Equal to True
    • Actions
      • Set SANDSPOT = (Position of (Entering unit))
      • Unit - Create 1 Caster Dummy (SAND) for Player 12 (Brown) at SANDSPOT facing Default building facing degrees
      • Unit - Order (Last created unit) to Human Sorceress - Slow (Entering unit)
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_SANDSPOT)
:(
 
Level 6
Joined
Aug 5, 2015
Messages
202
this is really weird
in my trigger enter sand area
if i add condition: entered unit equal hero is true
then the trigger slow wont work again
im become more confused of this

is the WE is bugged or what? since i think my trigger logic is right and simple
 
Level 6
Joined
Aug 5, 2015
Messages
202
the entered unit is paladin, its obviously a hero
umm i have 4 trigger of this sand region i will post to you

if i add condition entered unit equal to hero to region sand trigger, the rest of trigger wont worked, why?
  • region sand
    • Events
      • Unit - A unit enters Region Sand <gen>
    • Conditions
    • Actions
      • Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across Region Sand <gen>
  • sand buff
    • Events
      • Time - Every 4.00 seconds of game time
    • Conditions
    • Actions
      • Set SANDGROUP = (Units in Region Sand <gen>)
      • Unit Group - Pick every unit in SANDGROUP and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) belongs to an enemy of Player 12 (Brown)) Equal to True
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Set SANDSPOT = (Position of (Picked unit))
              • Unit - Create 1 Caster Dummy (SAND) for Player 12 (Brown) at SANDSPOT facing Default building facing degrees
              • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Custom script: call RemoveLocation(udg_SANDSPOT)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_SANDGROUP)
and this trigger still not worked
  • sand buff enter
    • Events
      • Unit - A unit enters Region Sand <gen>
    • Conditions
      • ((Entering unit) is alive) Equal to True
      • ((Entering unit) belongs to an enemy of Player 12 (Brown)) Equal to True
    • Actions
      • Set SANDSPOT2 = (Position of (Entering unit))
      • Unit - Create 1 Caster Dummy (SAND) for Player 12 (Brown) at SANDSPOT2 facing Default building facing degrees
      • Unit - Order (Last created unit) to Human Sorceress - Slow (Entering unit)
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_SANDSPOT2)
  • sand leave
    • Events
      • Unit - A unit leaves Region Sand <gen>
    • Conditions
    • Actions
      • Unit - Remove Sand Storm buff from (Leaving unit)
 

sentrywiz

S

sentrywiz

Does caster dummy have slow? Because you don't add slow to the dummy beforehand.

Does slow "Targets Allowed" specify it can be cast on entering unit?

Maybe slow's cast range is low and entering unit escapes from range.

Try with another spell like Cripple and same trigger.

Alternative, you can make an invisible dummy for Player 12 (Brown) with modified Slow Aura or Endurance / Unholy Aura to reduce speed, and play with the area range to match your region. This way it will work without triggers
 

sentrywiz

S

sentrywiz

slow cast range = 99999
dummy have slow ability
the prove, the 2nd trigger is worked (means slow is worked)

Does dummy caster have mana? Does slow cost mana? Maybe dummy caster's mana is low and it cannot cast slow.

If its not the above, i will make a test map and recreate what you did, see if it works for me.

EDIT:

Here, it works for me here. i didn't do anything special, just two triggers like in your map. This proves it must be something else interfering with these triggers, unless its something written above.
 

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  • slow map.w3x
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Level 6
Joined
Aug 5, 2015
Messages
202
i think every x seconds and unit entered region
cant be united each other?
i mean if i already add trigger every x seconds in region A
then i cant add trigger unit entered to region A again? (same region with 2 trigger)

edit:
i tired of this
i decided change time per second into: every 0.5 second cast slow
so its doesnt matter of entered units anymore since 0.5 second is too short time

and my trigger didnt leak right?
 

sentrywiz

S

sentrywiz

i think every x seconds and unit entered region
cant be united each other?
i mean if i already add trigger every x seconds in region A
then i cant add trigger unit entered to region A again? (same region with 2 trigger)

edit:
i tired of this
i decided change time per second into: every 0.5 second cast slow
so its doesnt matter of entered units anymore since 0.5 second is too short time

and my trigger didnt leak right?

Both triggers shouldn't collide one with another, but the effect will. Casting slow on a slowed target will only increase the duration.

Not from i saw, no your trigger didn't leak.

You can also make it with invisible unit + negative endurance/unholy aura OR tornado slow aura. You can place it where you want it and increase/decrease its area of effect to your desire effect. that way you don't need triggers
 
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