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Small problem that I can't fix...

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Deleted member 177737

D

Deleted member 177737

I was recently working on my map Dreamscape, and I decided to make a quest where you haft to kill a sludge monster and get some "Beads" from it. But when I test the map all of the triggers just zip by without checking the conditions or anything.


1. I start the first trigger
2. It finishes
3. It runs through triggers 2 & 3 without checking if the hero has Bo's beads.
4. It repeats over and over and over again without stopping.

Can somebody fix this problem for me?

Trigger 1 (Excluding cinamatic triggers)
Untitled Trigger 005<gen>

  • Unit - A unit enters bridge destruction <gen>
  • (Triggering unit) Equal to Azian Crusier 0000 <gen>
  • Destructible - Kill Long Stone Bridge (Diagonal 2) 0228 <gen>
  • Wait 2.00 seconds
  • Unit - Move Bo 0031 <gen> instantly to (Center of Bo Spawn <gen>)
  • Unit - Move Azian Crusier 0000 <gen> instantly to (Center of bridge destruction <gen>), facing Default building facing degrees
  • Special Effect - Create a special effect at (Center of Bo Spawn <gen>) using Abilities\Spells\Undead\RaiseSkeletonWarrior\RaiseSkeleton.mdl
  • Trigger - Run Untitled Trigger 006 <gen> (checking conditions)
Trigger 2
Untitled Trigger 006 <gen>

  • Unit - Azian Crusier 0000 <gen> Acquires an item
  • (Item carried by Azian Crusier 0000 <gen> of type Beads) Equal to (Matching item)
  • Trigger - Run beads finsih <gen> (checking conditions)
  • Trigger - Turn off Untitled Trigger 005 <gen>

Trigger 3 (This one included cinamatic triggers)
beads finsih

  • Unit - A unit enters end egg room <gen>
  • (Matching item) Equal to (Item carried by Azian Crusier 0000 <gen> of type Beads)
  • Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
  • Cinematic - Disable user control for (All players)
  • Cinematic - Clear the screen of text messages for (All players)
  • Cinematic - Turn cinematic mode On for (All players)
  • Wait 2.00 seconds
  • Cinematic - Send transmission to (All players) from Bo 0031 <gen> named Bo: Play No sound and display Do you have Bo's be.... Modify duration: Set to 3.00 seconds and Wait
  • Cinematic - Send transmission to (All players) from Narrator 0007 <gen> named Narrator: Play No sound and display Yes here they are. .... Modify duration: Set to 3.00 seconds and Wait
  • Item - Remove (Item carried by Azian Crusier 0000 <gen> of type Beads)
  • Cinematic - Send transmission to (All players) from Bo 0031 <gen> named Bo: Play No sound and display YAY!! BO'S BEADS AR.... Modify duration: Set to 3.00 seconds and Wait
  • Cinematic - Send transmission to (All players) from Yayoi 0008 <gen> named Yayoi: Play No sound and display Bo's sorry to inter.... Modify duration: Set to 4.00 seconds and Wait
  • Cinematic - Send transmission to (All players) from Bo 0031 <gen> named Bo: Play No sound and display Whell... Bo did pro.... Modify duration: Set to 3.00 seconds and Wait
  • Destructible - Resurrect Long Stone Bridge (Diagonal 2) 0228 <gen> with (Max life of (Last created destructible)) life and Show birth animation
  • Special Effect - Create a special effect at (Center of Bo Spawn <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
  • Cinematic - Turn cinematic mode Off for (All players)
  • Cinematic - Clear the screen of text messages for (All players)
  • Cinematic - Enable user control for (All players)
  • Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
  • Trigger - Turn off (This trigger)
 
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Level 11
Joined
Feb 14, 2009
Messages
884
I think it would be easier for everyone if you just posted your triggers. I, for example, don't have enough time to download and test the map, but I do have time to read a trigger and check it for mistakes. I believe this applies to more members here than just me.

(I think you must attach the map to your post, but I'm not completely sure about it.)
 
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Deleted member 177737

D

Deleted member 177737

You can post triggers?
Guess ill try then..
 
Level 11
Joined
Feb 14, 2009
Messages
884
Of course you can. Copy your triggers as text and paste them inside those tags [ trigger ] [ /trigger] (without the spaces).
 

Deleted member 177737

D

Deleted member 177737

Ok ill post them in a few min.
 
It fails because using the Run action will cause the trigger to initialize without the Event of the trigger for example here:

  • Unit - Azian Crusier 0000 <gen> Acquires an item
    • (Item carried by Azian Crusier 0000 <gen> of type Beads) Equal to (Matching item)
    • Trigger - Run beads finsih <gen> (checking conditions)
    • Trigger - Turn off Untitled Trigger 005 <gen>
At the end of your first trigger you used
  • Trigger - Run Untitled Trigger 006 <gen> (checking condition)
which causes the second trigger to run without the
  • Unit -Azian Crusier 0000 <gen> Acquires an item
so basically you wont have a matching item and also I think the condition is wrong....

Change your condition to a boolean that is something like this and I think it will work(sorry If I cant post the exact condition because I'm in a net cafe and it dont have a WE)

Boolean->Item-> Azian Crusier 0000 has Item of type Beads equal to true
(its not the exact condition but it is something like that just search for it in the booleans)
 

Deleted member 177737

D

Deleted member 177737

Yes, but I don't see an explanation on the tutorial.
 
Level 11
Joined
Feb 14, 2009
Messages
884
Oh, yeah, you're right. I haven't read this tutorial for quite some time, and I thought it would explain...

So, when you write a trigger (for example, let's say you wish to move a unit from one location to another), the W3 engine stores every piece of data needed (in our case, the location you wish your unit to be moved to) in your computer's RAM. The problem is that those pieces stay in your RAM, unless you remove them. The more pieces that are gathered, the more RAM is used and the slower your game becomes. By removing the leaks, you free RAM, and your game runs smoothly.
 

Deleted member 177737

D

Deleted member 177737

Hmm, I see what your talking about. But it shouldn't slow it down to much if you have 2gb + ram like me.
It's not like im using more than 100 triggers atm.

But I will get rid of some leaks for the people with less ram. Thx + rep
 
Level 11
Joined
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Messages
884
Yeah, the thing is that if you use a lot of leaky triggers that run a lot of times, this can turn out terrible. A map with badly-written triggers can slow even a computer with 2GB RAM.
 
Level 6
Joined
Mar 26, 2008
Messages
239
If the map leaks HEAVILY then even with 2Gb RAM in about 30-40 minutes of game you'll have to reboot your computer=)
If it leaks but not heavilty then in about 30-40 it will work like GTA4 or something like that or even worse))
Anyway, you have to fix the leaks=)
 

Deleted member 177737

D

Deleted member 177737

=), well thx for the info both of u.
(You'll both get creds in my map)
 
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