[Trigger] Something for escaping map WON'T WORK! HELP

Status
Not open for further replies.
Level 3
Joined
Feb 14, 2011
Messages
43
Here's my trigger, sorry because im new here and new to this thing..
i am trying to make an escape map..
can help.. it won't work ><
+rep +rep

  • killer terrain
    • Events
      • Time - Every 0.12 seconds of game time
    • Conditions
    • Actions
      • Set tempGroup = (Units of type Paladin)
      • Unit Group - Pick every unit in tempGroup and do (Actions)
        • Loop - Actions
          • Set tempPoint = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • Or - Any (Conditions) are true
                • Conditions
              • (Terrain type at (Position of (Picked unit))) Equal to Cityscape - Round Tiles
              • (Terrain type at (Position of (Picked unit))) Equal to Cityscape - Grass Trim
            • Then - Actions
              • Unit - Kill (Picked unit)
            • Else - Actions
              • Custom script: call RemoveLocation(udg_tempPoint)
              • Custom script: call DestroyGroup(udg_tempGroup)
and this,

  • slide
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set temp_Group = (Units of type Paladin)
      • Unit Group - Pick every unit in temp_Group and do (Actions)
        • Loop - Actions
          • Set temp_Point = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Triggering unit) is alive) Equal to True
              • (Terrain type at temp_Point) Equal to Northrend - Ice
            • Then - Actions
              • Unit - Move (Picked unit) instantly to (temp_Point offset by 11.00 towards (Facing of (Picked unit)) degrees)
            • Else - Actions
              • Custom script: call RemoveLocation(udg_temp_Point)
              • Custom script: call DestroyGroup(udg_temp_Group)
 
Last edited:

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,241
Trigger 1 leaks a lot of locations. Make sure the terrain types used to compare are from the correct tileset as grass from one tileset is value wise different from grass from another.

Trigger 2 uses variables inconsistantly.
Set temp_Group = (Units of type Paladin)
Unit Group - Pick every unit in tempGroup and do (Actions)
Notice that both names are different, a error I believe.

((Triggering unit) is alive) Equal to True
For a perodic event, there is no such thing as Triggering unit. Again another error that can cause the system to not work.
 
Your second trigger leaks location, and custom script cant be in Else - Action, because in some cases leaks wont be removed. Also, they should be placed just after actions in which they are used. Like this:

  • slide
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set temp_Group = (Units of type Paladin)
      • Unit Group - Pick every unit in temp_Group and do (Actions)
        • Loop - Actions
          • Set temp_Point = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Triggering unit) is alive) Equal to True
              • (Terrain type at temp_Point) Equal to Northrend - Ice
            • Then - Actions
              • Set temp_point2 = (temp_point) offset by 11 towards (Facing of (Picked unit)) degress)
              • Unit - Move (Picked unit) instantly to temp_Point2
              • Custom script: call RemoveLocation(udg_temp_Point2)
            • Else - Actions
          • Custom script: call RemoveLocation(udg_temp_Point)
      • Custom script: call DestroyGroup(udg_temp_Group)
EDIT: I see your first trigger has wrong placed custom scripts too.. Should be:
  • killer terrain
    • Events
      • Time - Every 0.12 seconds of game time
    • Conditions
    • Actions
      • Set tempGroup = (Units of type Paladin)
      • Unit Group - Pick every unit in tempGroup and do (Actions)
        • Loop - Actions
          • Set tempPoint = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • Or - Any (Conditions) are true
                • Conditions
              • (Terrain type at (Position of (Picked unit))) Equal to Cityscape - Round Tiles
              • (Terrain type at (Position of (Picked unit))) Equal to Cityscape - Grass Trim
            • Then - Actions
              • Unit - Kill (Picked unit)
            • Else - Actions
          • Custom script: call RemoveLocation(udg_tempPoint)
      • Custom script: call DestroyGroup(udg_tempGroup)
 
Status
Not open for further replies.
Top