Stumped on a trigger :(

Status
Not open for further replies.
Level 5
Joined
Jan 15, 2009
Messages
80
Sorry, said I wasn't going to be on.. I have to get up really early tomorrow to start work at the ski hill (Woot ski hill opened!). But I just had to check, and because of Craphter I got it to work.. I just didn't realize that the conditions hadn't had a character set as the picked unit yet. Thanks and +rep!
 
Last edited:
Level 7
Joined
Jun 23, 2009
Messages
297
Well, it doesn't work correctly, because the conditions are not properly made.
You see, all three conditions check different things on the PICKED UNIT, this function [picked unit] corresponds to the action (pick all units in [blabla] and do [actions]).
Since there are no picked units (yet), there are no units to check.
Solution: change the (picked unit) part, I'm not sure what to change it to, depends a lot on the map, and situation, but if you post the map I'll gladly correct it for you.
 
Replace Dying Unit with Triggering Unit. It may not help, but it speeds up performance.

EDIT: Try this;
  • Trigger
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
    • Conditions
    • Actions
      • -------- Removes leaks --------
      • Set temp_point = (Position of (Triggering unit))
      • -------- Removes leaks --------
      • Custom script: set bj_wantDestroyGroup =true
      • -------- I added the conditions directly into the action --------
      • Unit Group - Pick every unit in (Units within 900.00 of temp_point matching (((Hero level of (Matching unit)) Greater than or equal to ((Level of (Triggering unit)) - 10)) and ((Hero level of (Matching unit)) Less than or equal to ((Level of (Triggering unit)) + 10)))) and do (Actions)
        • Loop - Actions
          • Hero - Create Kelen's Dagger of Escape and give it to (Picked unit)
      • -------- Removes leaks --------
      • Custom script: call RemoveLocation(udg_temp_point)
 
Status
Not open for further replies.
Top