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[Trigger] Special Effect Won't Go Away

Discussion in 'Triggers & Scripts' started by Pson, Apr 29, 2013.

  1. Zwiebelchen

    Zwiebelchen

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    You can not declare a local after a function call. Local declaration is always on top.
     
  2. Pson

    Pson

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    I see, thanks:)
     
  3. Hell_Master

    Hell_Master

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    Are you tring to remove the Special Effect? If it is, you should set the effect into a variable then Destroy *Variable = Special Effect*. Make sure the variable should be set after you created the special effect to ensure the variable will take effect into a correct Special effect.

    Because most problem is that, others do Special Effects and sometimes they dont know that the special effect does not removed because they didnt set the variable into the proper special effect that should be removed!
     
  4. Pson

    Pson

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    Nope not solved, Zwiebelchen just solved a bug I created trying to fix this. I'll try both pieces of advice and come up with results.

    Edit: Actually I think what you suggest is what I'm already doing.
     
  5. Pson

    Pson

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    The first part seems to work well. But the part after the if/then/else bugs (doesn't display the text in game)
    • Untitled Trigger 003
      • Events
        • Unit - A unit Begins construction
      • Conditions
        • Or - Any (Conditions) are true
          • Conditions
            • (Unit-type of (Constructing structure)) Equal to Scythian Barracks
            • (Unit-type of (Constructing structure)) Equal to Scythian Storehouse
            • (Unit-type of (Constructing structure)) Equal to Scythian Warlord's Stables
            • (Unit-type of (Constructing structure)) Equal to Scythian Market
            • (Unit-type of (Constructing structure)) Equal to Scythian Civ Center
      • Actions
        • Custom script: local effect udg_SFX
        • Custom script: local unit udg_Building
        • Set Building = (Constructing structure)
        • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        • Special Effect - Create a special effect attached to the origin of Building using war3mapImported\BirthMesh.mdx
        • Set SFX = (Last created special effect)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Unit-type of Building) Equal to Scythian Barracks
          • Then - Actions
            • Game - Display to (All players) the text: 1
            • Wait 10.00 seconds
            • Special Effect - Destroy SFX
            • Game - Display to (All players) the text: 2
            • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
            • Game - Display to (All players) the text: 3
          • Else - Actions
     
  6. Hell_Master

    Hell_Master

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    Try to set Building into Constructed instead of Constructing... just a try.
     
  7. Pson

    Pson

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    It says that's for the "finishes construction" event though, doesn't match with "beggins".
     
  8. Zwiebelchen

    Zwiebelchen

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    Which numbers are shown ingame?
    Does it work when you remove the waiting time?
     
  9. Pson

    Pson

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    None. Removing the wait time doesn't help either.
     
  10. Zwiebelchen

    Zwiebelchen

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    Might be a dumb question... but is the object in question a "Scythian Baracks"?
    Your ITE block doesn't even run if no number is shown.

    Does the SFX variable exist in the variable editor?

    I'm sorry, I don't have the slightest clue why this doesn't work. The thing is: there is definitely nothing wrong with your code.
    Can you convert the trigger to custom text and post it here please? This way we can find out when the GUI compiler messes something up.
     
  11. Pson

    Pson

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    The objects are correct, I tried it with most of the five in case i had a specific problem but always with the same issue.

    The two trigger variables for this trigger are Building/Unit/-none- , SFX/Special Effect/-none.

    The trigger is:
    click
    • Untitled Trigger 003
      • Events
        • Unit - A unit Begins construction
      • Conditions
        • Or - Any (Conditions) are true
          • Conditions
            • (Unit-type of (Constructing structure)) Equal to Scythian Barracks
            • (Unit-type of (Constructing structure)) Equal to Scythian Storehouse
            • (Unit-type of (Constructing structure)) Equal to Scythian Warlord's Stables
            • (Unit-type of (Constructing structure)) Equal to Scythian Market
            • (Unit-type of (Constructing structure)) Equal to Scythian Civ Center
      • Actions
        • Custom script: local effect udg_SFX
        • Custom script: local unit udg_Building
        • Set Building = (Constructing structure)
        • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        • Special Effect - Create a special effect attached to the origin of Building using war3mapImported\BirthMesh.mdx
        • Set SFX = (Last created special effect)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Unit-type of Building) Equal to Scythian Barracks
          • Then - Actions
            • Game - Display to (All players) the text: 1
            • Wait 10.00 seconds
            • Special Effect - Destroy SFX
            • Game - Display to (All players) the text: 2
            • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
            • Game - Display to (All players) the text: 3
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Unit-type of Building) Equal to Scythian Storehouse
          • Then - Actions
            • Wait 5.00 seconds
            • Special Effect - Destroy SFX
            • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Unit-type of Building) Equal to Scythian Warlord's Stables
          • Then - Actions
            • Wait 20.00 seconds
            • Special Effect - Destroy SFX
            • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Unit-type of Building) Equal to Scythian Market
          • Then - Actions
            • Wait 10.00 seconds
            • Special Effect - Destroy SFX
            • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Unit-type of Building) Equal to Scythian Civ Center
          • Then - Actions
            • Wait 120.00 seconds
            • Special Effect - Destroy SFX
            • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Building is alive) Equal to True
          • Then - Actions
            • Special Effect - Destroy SFX
            • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
          • Else - Actions


    The last part with building is alive is currently disabled, tried to make it work by placing the actions after the wait for each building. Didn't work either way.
     
  12. deathismyfriend

    deathismyfriend

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    is the trigger even firing ? put a message at the highest part on ur trigger to see if it is. it might be a problem in the condition block.
     
  13. Pson

    Pson

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    It works until after "set SFX", I've tried that already. After the if, then, else is where it stops working.
     
  14. Zwiebelchen

    Zwiebelchen

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    Can you convert your trigger to custom text and post it here, so we can debug it on the JASS level? I think the GUI compiler messes something up here.
     
  15. deathismyfriend

    deathismyfriend

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    This is a good idea. That would help us debug it.

    Also are u sure it stops after the set SFX = last created SFX ?

    and ik this doesnt help the problem but it will shorten the trigger a lot.
    change this
    • If - Conditions
      • (Unit-type of Building) Equal to Scythian Barracks
    • Then - Actions
      • Game - Display to (All players) the text: 1
      • Wait 10.00 seconds
      • Special Effect - Destroy SFX
      • Game - Display to (All players) the text: 2
      • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Game - Display to (All players) the text: 3
    • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Unit-type of Building) Equal to Scythian Storehouse
      • Then - Actions
        • Wait 5.00 seconds
        • Special Effect - Destroy SFX
        • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Unit-type of Building) Equal to Scythian Warlord's Stables
      • Then - Actions
        • Wait 20.00 seconds
        • Special Effect - Destroy SFX
        • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Unit-type of Building) Equal to Scythian Market
      • Then - Actions
        • Wait 10.00 seconds
        • Special Effect - Destroy SFX
        • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Unit-type of Building) Equal to Scythian Civ Center
      • Then - Actions
        • Wait 120.00 seconds
        • Special Effect - Destroy SFX
        • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Building is alive) Equal to True
      • Then - Actions
        • Special Effect - Destroy SFX
        • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Else - Actions



    to this
    • If - Conditions
      • (Unit-type of Building) Equal to Scythian Barracks
    • Then - Actions
      • Wait 10.00 seconds
    • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Unit-type of Building) Equal to Scythian Storehouse
      • Then - Actions
        • Wait 5.00 seconds
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Unit-type of Building) Equal to Scythian Warlord's Stables
      • Then - Actions
        • Wait 20.00 seconds
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Unit-type of Building) Equal to Scythian Market
      • Then - Actions
        • Wait 10.00 seconds
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Unit-type of Building) Equal to Scythian Civ Center
      • Then - Actions
        • Wait 120.00 seconds
      • Else - Actions
    • Special Effect - Destroy SFX
    • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
     
  16. Pson

    Pson

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    code
    Untitled Trigger 003
    Events
    Unit - A unit Begins construction
    Conditions
    Or - Any (Conditions) are true
    Conditions
    (Unit-type of (Constructing structure)) Equal to Scythian Barracks
    (Unit-type of (Constructing structure)) Equal to Scythian Storehouse
    (Unit-type of (Constructing structure)) Equal to Scythian Warlord's Stables
    (Unit-type of (Constructing structure)) Equal to Scythian Market
    (Unit-type of (Constructing structure)) Equal to Scythian Civ Center
    Actions
    Custom script: local effect udg_SFX
    Custom script: local unit udg_Building
    Set Building = (Constructing structure)
    Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
    Special Effect - Create a special effect attached to the origin of Building using war3mapImported\BirthMesh.mdx
    Set SFX = (Last created special effect)
    Game - Display to (All players) the text: 1
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of Building) Equal to Scythian Barracks
    Then - Actions
    Wait 10.00 seconds
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of Building) Equal to Scythian Storehouse
    Then - Actions
    Wait 5.00 seconds
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of Building) Equal to Scythian Warlord's Stables
    Then - Actions
    Wait 20.00 seconds
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of Building) Equal to Scythian Market
    Then - Actions
    Wait 10.00 seconds
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of Building) Equal to Scythian Civ Center
    Then - Actions
    Wait 120.00 seconds
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Building is alive) Equal to True
    Then - Actions
    Special Effect - Destroy SFX
    Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
    Else - Actions


    Yes until there the text shows up, if I put it after the If/then/else it doesn't.

    I had the trigger this along shorter way (only difference, last part needs a condition = Building is alive else the special effect doesn't show up, nor the building model). I changed it only to check if the other way worked, it didn't so now it's changed back (check the hidden code).
     
  17. Hell_Master

    Hell_Master

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    No what he meant is JASS. Custom Text. Go to your trigger and go to Edit then Convert to Custom text.
     
  18. Pson

    Pson

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    Wups:p
    Here it is then:
    Code (vJASS):
    function Trig_Untitled_Trigger_003_Copy_Func014C takes nothing returns boolean
        if ( ( GetUnitTypeId(GetConstructingStructure()) == 'h00Y' ) ) then
            return true
        endif
        if ( ( GetUnitTypeId(GetConstructingStructure()) == 'h010' ) ) then
            return true
        endif
        if ( ( GetUnitTypeId(GetConstructingStructure()) == 'h012' ) ) then
            return true
        endif
        if ( ( GetUnitTypeId(GetConstructingStructure()) == 'h015' ) ) then
            return true
        endif
        if ( ( GetUnitTypeId(GetConstructingStructure()) == 'h00Z' ) ) then
            return true
        endif
        return false
    endfunction

    function Trig_Untitled_Trigger_003_Copy_Conditions takes nothing returns boolean
        if ( not Trig_Untitled_Trigger_003_Copy_Func014C() ) then
            return false
        endif
        return true
    endfunction

    function Trig_Untitled_Trigger_003_Copy_Func008C takes nothing returns boolean
        if ( not ( GetUnitTypeId(udg_Building) == 'h00Y' ) ) then
            return false
        endif
        return true
    endfunction

    function Trig_Untitled_Trigger_003_Copy_Func009C takes nothing returns boolean
        if ( not ( GetUnitTypeId(udg_Building) == 'h010' ) ) then
            return false
        endif
        return true
    endfunction

    function Trig_Untitled_Trigger_003_Copy_Func010C takes nothing returns boolean
        if ( not ( GetUnitTypeId(udg_Building) == 'h012' ) ) then
            return false
        endif
        return true
    endfunction

    function Trig_Untitled_Trigger_003_Copy_Func011C takes nothing returns boolean
        if ( not ( GetUnitTypeId(udg_Building) == 'h015' ) ) then
            return false
        endif
        return true
    endfunction

    function Trig_Untitled_Trigger_003_Copy_Func012C takes nothing returns boolean
        if ( not ( GetUnitTypeId(udg_Building) == 'h00Z' ) ) then
            return false
        endif
        return true
    endfunction

    function Trig_Untitled_Trigger_003_Copy_Func013C takes nothing returns boolean
        if ( not ( IsUnitAliveBJ(udg_Building) == true ) ) then
            return false
        endif
        return true
    endfunction

    function Trig_Untitled_Trigger_003_Copy_Actions takes nothing returns nothing
        local effect udg_SFX
        local unit udg_Building
        set udg_Building = GetConstructingStructure()
        call SetUnitVertexColorBJ( udg_Building, 100, 100, 100, 0.00 )
        call AddSpecialEffectTargetUnitBJ( "origin", udg_Building, "war3mapImported\\BirthMesh.mdx" )
        set udg_SFX = GetLastCreatedEffectBJ()
        call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_2721" )
        if ( Trig_Untitled_Trigger_003_Copy_Func008C() ) then
            call TriggerSleepAction( 10.00 )
        else
        endif
        if ( Trig_Untitled_Trigger_003_Copy_Func009C() ) then
            call TriggerSleepAction( 5.00 )
        else
        endif
        if ( Trig_Untitled_Trigger_003_Copy_Func010C() ) then
            call TriggerSleepAction( 20.00 )
        else
        endif
        if ( Trig_Untitled_Trigger_003_Copy_Func011C() ) then
            call TriggerSleepAction( 10.00 )
        else
        endif
        if ( Trig_Untitled_Trigger_003_Copy_Func012C() ) then
            call TriggerSleepAction( 120.00 )
        else
        endif
        if ( Trig_Untitled_Trigger_003_Copy_Func013C() ) then
            call DestroyEffectBJ( udg_SFX )
            call SetUnitVertexColorBJ( udg_Building, 100, 100, 100, 100.00 )
        else
        endif
    endfunction

    //===========================================================================
    function InitTrig_Untitled_Trigger_003_Copy takes nothing returns nothing
        set gg_trg_Untitled_Trigger_003_Copy = CreateTrigger(  )
        call TriggerRegisterAnyUnitEventBJ( gg_trg_Untitled_Trigger_003_Copy, EVENT_PLAYER_UNIT_CONSTRUCT_START )
        call TriggerAddCondition( gg_trg_Untitled_Trigger_003_Copy, Condition( function Trig_Untitled_Trigger_003_Copy_Conditions ) )
        call TriggerAddAction( gg_trg_Untitled_Trigger_003_Copy, function Trig_Untitled_Trigger_003_Copy_Actions )
    endfunction

     
     
  19. Zwiebelchen

    Zwiebelchen

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    Ah, I see the problem now.
    It is indeed a problem with GUI messing something up!

    The problem is that you used a shadowed local and used this shadowed local in the conditional blocks.
    As you can see in the JASS script, the conditions get "outsourced", which means they call a seperate function. However, inside this seperate function, the local is not existant anymore, because, well, it is a local!

    In order to fix this, we need an additional global unit variable that is not going to be a shadowed local, but has to be "fed" by the shadowed local at each time frame (so before and after the wait).
    Let's just call it "TempUnit".
    Change all conditions in the if-then-else blocks to "TempUnit".
    Then, before the if-then-else blocks and after the if-then-else blocks, set TempUnit = Building to generate a temporary global out of your shadowed local!

    • Untitled Trigger 003
    • Events
      • Unit - A unit Begins construction
    • Conditions
      • Or - Any (Conditions) are true
    • Conditions
      • (Unit-type of (Constructing structure)) Equal to Scythian Barracks
      • (Unit-type of (Constructing structure)) Equal to Scythian Storehouse
      • (Unit-type of (Constructing structure)) Equal to Scythian Warlord's Stables
      • (Unit-type of (Constructing structure)) Equal to Scythian Market
      • (Unit-type of (Constructing structure)) Equal to Scythian Civ Center
    • Actions
      • Custom script: local effect udg_SFX
      • Custom script: local unit udg_Building
      • Set Building = (Constructing structure)
      • Set TempUnit = Building
      • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Special Effect - Create a special effect attached to the origin of Building using war3mapImported\BirthMesh.mdx
      • Set SFX = (Last created special effect)
      • Game - Display to (All players) the text: 1
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of TempUnit) Equal to Scythian Barracks
        • Then - Actions
          • Wait 10.00 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of TempUnit) Equal to Scythian Storehouse
        • Then - Actions
          • Wait 5.00 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of TempUnit) Equal to Scythian Warlord's Stables
        • Then - Actions
          • Wait 20.00 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of TempUnit) Equal to Scythian Market
        • Then - Actions
          • Wait 10.00 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of TempUnit) Equal to Scythian Civ Center
        • Then - Actions
          • Wait 120.00 seconds
        • Else - Actions
      • Set TempUnit = Building
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (TempUnit is alive) Equal to True
        • Then - Actions
          • Special Effect - Destroy SFX
          • Animation - Change TempUnit's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
        • Else - Actions
      • Custom script: Set udg_SFX = null
      • Custom script: Set udg_Building = null


    EDIT:
    We should have done this JASS investigation earlier. Could have saved a lot of time.
     
  20. deathismyfriend

    deathismyfriend

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    ya we really shouldve had it converted to jass. I hate how GUI converts conditions. It really is horrible. Hopefully we will remember this the next time we see a local variable being used with conditions lol.