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[Trigger] the triggers of my map are messed up.

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Level 9
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they fire totally random.

i had actions not firing for absolutely no reason. i somehow managed to get them to fire by splitting triggers into several triggers with exactly the same conditions, now theres other actions that just won't fire.

what the * is this shit?!

i mean where the * is the point in mapping, if you spend shitloads of time into developing a map and then the * triggers do what the * they want. what the * blizzard...
 
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Rmx

Rmx

Level 19
Joined
Aug 27, 2007
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Ya ur * right WE Should make a group called * :p hehehee

Try to see if there is conditions that don't match each other or use the if-then-else and make conditions that are unique and shouldn't fire until something unique ( meant by unique like entering region casting abilitie X ) happens.............

* hehehehe +rep :p
 
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Level 9
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Jan 14, 2008
Messages
366
its so * annoying i really want to punch somebody, whom it would be ok to blame, in the face. so badly.

the trigger has no condition.

its totally * random. some actions fire, some don't.

sometimes these actions fire, and others don't.

then i DO ABSOLUTELY * NOTHING, test the map again and

other actions fire, and these actions don't.

it really is * ridiculous.

and it nullifies the amount of work spent into the map so far.
wich is a * LOT OF FUCKING HOURS * ARGH
 
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Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
All this fucking is getting fucking on my nerves so it fucking stops fucking now fucking.

So please calm yourselves.

The logical cause for your problem is you not triggering your map in a way which works. You may think it works but it does not as far as WC3 is concerned. GUI is especially prone to that as it is known to do stupid and unexpected things. I would advise retriggering your map in JASS so you have full controle over how the triggers are made so you can make them do exactly what you want.
 
Level 9
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Jan 14, 2008
Messages
366
now that i finally have your attention overexpressing my frustration,

WITNESS THE IMPOSSIBLE

  • periodic 5 minute income and upgrade
    • Events
      • Player - Player 1 (Red) types a chat message containing 2 as An exact match
      • Time - Elapsed game time is 300.00 seconds
      • Time - Elapsed game time is 600.00 seconds
      • Time - Elapsed game time is 900.00 seconds
      • Time - Elapsed game time is 1200.00 seconds
      • Time - Elapsed game time is 1500.00 seconds
      • Time - Elapsed game time is 1800.00 seconds
      • Time - Elapsed game time is 2100.00 seconds
      • Time - Elapsed game time is 2400.00 seconds
      • Time - Elapsed game time is 2700.00 seconds
      • Time - Elapsed game time is 3000.00 seconds
      • Time - Elapsed game time is 3300.00 seconds
      • Time - Elapsed game time is 3600.00 seconds
      • Time - Elapsed game time is 3900.00 seconds
      • Time - Elapsed game time is 4200.00 seconds
      • Time - Elapsed game time is 4500.00 seconds
      • Time - Elapsed game time is 4800.00 seconds
      • Time - Elapsed game time is 5100.00 seconds
      • Time - Elapsed game time is 5400.00 seconds
      • Time - Elapsed game time is 5700.00 seconds
      • Time - Elapsed game time is 6000.00 seconds
      • Time - Elapsed game time is 6300.00 seconds
      • Time - Elapsed game time is 6600.00 seconds
      • Time - Elapsed game time is 6900.00 seconds
      • Time - Elapsed game time is 7200.00 seconds
    • Conditions
    • Actions
      • Set Upgradelevel = (Upgradelevel + 1)
      • Player - Set the current research level of Weapons to ((Current research level of Weapons for Player 11 (Dark Green)) + 1) for Player 11 (Dark Green)
      • Player - Set the current research level of Weapons to ((Current research level of Weapons for Player 12 (Brown)) + 1) for Player 12 (Brown)
      • Player - Set the current research level of Armor to ((Current research level of Armor for Player 11 (Dark Green)) + 1) for Player 11 (Dark Green)
      • Player - Set the current research level of Armor to ((Current research level of Armor for Player 12 (Brown)) + 1) for Player 12 (Brown)
      • Player - Set the current research level of HP to ((Current research level of HP for Player 11 (Dark Green)) + 1) for Player 11 (Dark Green)
      • Player - Set the current research level of HP to ((Current research level of HP for Player 12 (Brown)) + 1) for Player 12 (Brown)
      • Set Temp_Integer = ((Player 11 (Dark Green) Current gold) / ((Number of players in PG_north) x 3))
      • Set Temp_Integer2 = ((Player 12 (Brown) Current gold) / ((Number of players in PG_south) x 3))
      • Game - Display to PG_north for 4.00 seconds the text: ((Name of Player 11 (Dark Green)) + ( |c00FFFF00has upgraded your forces weapons to level + ((String((Current research level of Weapons for Player 11 (Dark Green)))) + |r )))
      • Game - Display to PG_north for 4.00 seconds the text: ((Name of Player 11 (Dark Green)) + ( |c00FFFF00has upgraded your forces armor to level + ((String((Current research level of Armor for Player 11 (Dark Green)))) + |r )))
      • Game - Display to PG_north for 4.00 seconds the text: (|c00FFFF00You have received|r + ((|c00FFFF00 + ((String(Temp_Integer)) + |r )) + (|c00FFFF00gold from|r + (Name of Player 11 (Dark Green)))))
      • Game - Display to PG_north for 4.00 seconds the text: (|c00FFFF00You have also been given|r + (|c006969FF + ((String(GMV_spellpointsperincome)) + spellpoints|r)))
      • Game - Display to PG_south for 4.00 seconds the text: ((Name of Player 12 (Brown)) + ( |c00FFFF00has upgraded your forces weapons to level + ((String((Current research level of Weapons for Player 12 (Brown)))) + |r )))
      • Game - Display to PG_south for 4.00 seconds the text: ((Name of Player 12 (Brown)) + ( |c00FFFF00has upgraded your forces armor to level + ((String((Current research level of Armor for Player 12 (Brown)))) + |r )))
      • Game - Display to PG_south for 4.00 seconds the text: (|c00FFFF00You have received|r + ((|c00FFFF00 + ((String(Temp_Integer2)) + |r )) + (|c00FFFF00gold from|r + (Name of Player 12 (Brown)))))
      • Game - Display to PG_south for 4.00 seconds the text: (|c00FFFF00You have also been given|r + (|c006969FF + ((String(GMV_spellpointsperincome)) + spellpoints|r)))
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Player - Add GMV_spellpointsperincome to (Player((Integer A))) Current lumber
      • Set Temp_Integer = ((Player 11 (Dark Green) Current gold) / ((Number of players in PG_north) x 3))
      • Set Temp_Integer2 = ((Player 12 (Brown) Current gold) / ((Number of players in PG_south) x 3))
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Player - Add Temp_Integer to (Player((Integer A))) Current gold
      • For each (Integer A) from 6 to 10, do (Actions)
        • Loop - Actions
          • Player - Add Temp_Integer2 to (Player((Integer A))) Current gold
      • Player - Set Player 11 (Dark Green) Current gold to 0
      • Player - Set Player 12 (Brown) Current gold to 0

first, the loop triggers that add X to every player (from 1 to 10) lumber didnt work.

now those actions work, but the "display game message" actions and the

Player - Set Player 11 (Dark Green) Current gold to 0
Player - Set Player 12 (Brown) Current gold to 0

dont work.





help me jesus!
 
Level 9
Joined
Jan 14, 2008
Messages
366
Every heard of: Time - Every 300.00 seconds of game time?

yes i have. i dont thrust periodic events unless the interval is below 20 seconds, i think they are inaccurate.

Probably due to a thread crash due to division by 0. Make sure that the division opperations return the correct values.

thanks alot! that actually sounds likely to be the problem. gonna check for that.

curses... im afraid that was not the problem.

guys! i fixed it! the problem was in a series of other triggers, that set the playergroups to whom the texts where displayed and actions performed for incorrectly!

i have regained my faith in we ;D

thanks tough everyone for the inputs!
 
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