- Joined
- Apr 6, 2012
- Messages
- 22
Hello again
I seem to have a problem with the following kill trigger from my map:
(Thank god I found out how to just copy the trigger as text... I was not typing that out.)
The problem seems to be with the announcer parts of the trigger. While they seem to work in that the announcer does talk and say the right announcement, the text that is supposed to come along with it does not show up! I'm not quite sure why.
Oh and if you see anything else that is wrong with this trigger, feel free to mention it as I know there's bound to be some stupid stuff in there.
I seem to have a problem with the following kill trigger from my map:
-
Hero
-
Events
- Unit - A unit Dies
-
Conditions
- ((Triggering unit) is A Hero) Equal to True
- ((Triggering unit) is an illusion) Equal to False
- (Owner of (Killing unit)) Not equal to Player 6 (Orange)
- (Owner of (Killing unit)) Not equal to Player 12 (Brown)
- (Owner of (Killing unit)) Not equal to Neutral Hostile
- (Owner of (Killing unit)) Not equal to Neutral Passive
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Killing unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
-
Then - Actions
- -------- Calculate gold for kill: --------
- Set Kill_Gold = (250 + (50 x PlayerKillStreak[(Player number of (Owner of (Triggering unit)))]))
- -------- Kill announcement text: --------
- Game - Display to (All players) the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + ( has annihilated + (PlayerFullName[(Player number of (Owner of (Triggering unit)))] + ( for + ((String(Kill_Gold)) + gold.)))))
- -------- Give gold: --------
- Player - Add Kill_Gold to (Owner of (Killing unit)) Current gold
- -------- Floating text to show how much gold was gotten: --------
- Floating Text - Create floating text that reads (String(Kill_Gold)) above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 84.00%, 100.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
- -------- Show floaty text only to killing player: --------
- Set Temp_PGroup = (All players)
- Floating Text - Hide (Last created floating text) for Temp_PGroup
- Custom script: call DestroyForce(udg_Temp_PGroup)
- Set Temp_PGroup = (Player group((Owner of (Killing unit))))
- Floating Text - Show (Last created floating text) for Temp_PGroup
- Custom script: call DestroyForce(udg_Temp_PGroup)
- -------- Calculate multikill and start multikill timer for killer: --------
- Set PlayerMultiKill[(Player number of (Owner of (Killing unit)))] = (PlayerMultiKill[(Player number of (Owner of (Killing unit)))] + 1)
- Set PlayerMultiKill_InProgress[(Player number of (Owner of (Killing unit)))] = True
- Countdown Timer - Start PlayerMultiKill_Timer[(Player number of (Owner of (Killing unit)))] as a One-shot timer that will expire in 60.00 seconds
- -------- Calculate kill streak for killer: --------
- Set PlayerKillStreak[(Player number of (Owner of (Killing unit)))] = (PlayerKillStreak[(Player number of (Owner of (Killing unit)))] + 1)
- -------- Reset victim's kill streak: --------
- Set PlayerKillStreak[(Player number of (Owner of (Triggering unit)))] = 0
- -------- First Blood Announcer: --------
- Set Temp_PGroup = (All players)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FirstBlood_Passed Equal to False
-
Then - Actions
- Set FirstBlood_Passed = True
- Game - Display to Temp_PGroup the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + has |c00FF0000FIRST BLOOD|r!)
- Player - Add 100 to (Owner of (Killing unit)) Current gold
- Sound - Play Announcer_Sounds[5]
- Else - Actions
-
If - Conditions
- -------- Kill Streak Announcer: --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerKillStreak[(Player number of (Owner of (Killing unit)))] Greater than or equal to 10
-
Then - Actions
- Game - Display to Temp_PGroup the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + is |c00640000GODLIKE|r!)
- Sound - Play Announcer_Sounds[9]
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerKillStreak[(Player number of (Owner of (Killing unit)))] Greater than or equal to 8
-
Then - Actions
- Game - Display to Temp_PGroup the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + is |c00FF0000UNSTOPPABLE|r!)
- Sound - Play Announcer_Sounds[8]
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerKillStreak[(Player number of (Owner of (Killing unit)))] Greater than or equal to 5
-
Then - Actions
- Game - Display to Temp_PGroup the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + is a |c00FF7F00Killing Machine|r!)
- Sound - Play Announcer_Sounds[7]
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerKillStreak[(Player number of (Owner of (Killing unit)))] Greater than or equal to 3
-
Then - Actions
- Game - Display to Temp_PGroup the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + is on a |c0096FF96Killing Spree|r!)
- Sound - Play Announcer_Sounds[6]
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- -------- Multikill Announcer: --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerMultiKill[(Player number of (Owner of (Killing unit)))] Greater than or equal to 5
-
Then - Actions
- Game - Display to Temp_PGroup the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + has |c00FF0000ERADICATED|r his enemies!)
- Sound - Play Announcer_Sounds[4]
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerMultiKill[(Player number of (Owner of (Killing unit)))] Greater than or equal to 4
-
Then - Actions
- Game - Display to Temp_PGroup the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + has a |c00FF0000Multi-Kill|r!)
- Sound - Play Announcer_Sounds[3]
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerMultiKill[(Player number of (Owner of (Killing unit)))] Greater than or equal to 3
-
Then - Actions
- Game - Display to Temp_PGroup the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + has a |c00FF0000Triple Kill|r!)
- Sound - Play Announcer_Sounds[2]
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerMultiKill[(Player number of (Owner of (Killing unit)))] Greater than or equal to 3
-
Then - Actions
- Game - Display to Temp_PGroup the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + has a |c00FF0000Double Kill|r!)
- Sound - Play Announcer_Sounds[1]
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Custom script: call DestroyForce(udg_Temp_PGroup)
-
Else - Actions
- Game - Display to (All players) the text: (PlayerFullName[(Player number of (Owner of (Killing unit)))] + ( has denied + (PlayerFullName[(Player number of (Owner of (Triggering unit)))] + !)))
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
The problem seems to be with the announcer parts of the trigger. While they seem to work in that the announcer does talk and say the right announcement, the text that is supposed to come along with it does not show up! I'm not quite sure why.
Oh and if you see anything else that is wrong with this trigger, feel free to mention it as I know there's bound to be some stupid stuff in there.
Last edited: