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[Trigger] Tournament Finals

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Qab

Qab

Level 5
Joined
Mar 19, 2009
Messages
68
Fantasy Warfare


Overview

The way the game works is that every round, you'll get 3 builders (only made one of them so far though) and an amount of gold that increases each round. Using your builder and gold, you place various buildings strategically around the arena. When the timer ends, every building will turn into the unit(s) that corresponds to the building. The units then fight eachother until only one army is left alive in each arena. An extra militia also spawns every round to avoid glitches when people don't build anything.
At that point, they are moved into the central arena where it becomes a medium sized ffa using the surviving units. When once again only one army is left standing, the units are put into a storage area. There are seven of these rounds, and they all work without fault.
But when I get to the finals, it all falls to pieces. What's supposed to happen is that for the quarter finals, it starts off like a normal round, where you get gold and the builders. When the timer runs out though, what's supposed to happen is the buildings become units like normal, but you also get the units in your storage area as an extra boost. But what happens is that you'll either only a part of the stored units, or you'll get none at all.
When the quarter finals end (as the built units will still fight) it moves onto the semi finals. What's supposed to happen is your surviving unit will move to the next arena, a builder will spawn, and then your units (excluding the builder) are removed from the game. The reason their removed is to make the semi finals as fair as possible. But what happens is the units move, but then the builder doesn't spawn. Instead, the before mentioned militia that spawns each round will spawn every two seconds and battle the other players militia to a standstill.
There's a few other elements that I've done, but it would take too long to explain, and should become obvious if you look at the triggers. All the triggers are done in GUI, and since I'm fairly new to map making in general, there may be other glitches and loopholes inside.

In Conclusion
I'm in desperate need to have people more experienced than me look at my triggers and figure out why the quarter and semi finals dont work. Also, less importantly, tell me any ways to polish off the other triggers I have for the first seven rounds. Those who help will get +rep and mention in the credits of my map (unless for some reason you don't want to be)
-Qab

  • Big Arena Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set BigArena[1] = Big Arena 1 <gen>
      • Set BigArena[2] = Big Arena 10 <gen>
      • Set BigArena[3] = Big Arena 11 <gen>
      • Set BigArena[4] = Big Arena 12 <gen>
      • Set BigArena[9] = Big Arena 2 <gen>
      • Set BigArena[10] = Big Arena 3 <gen>
      • Set BigArena[11] = Big Arena 4 <gen>
      • Set BigArena[12] = Big Arena 9 <gen>
  • Between Round Timer
    • Events
    • Conditions
    • Actions
      • Set RoundTimer = (Create a periodic One-shot timer lasting 60.00)
      • Countdown Timer - Create a timer window for RoundTimer with title (Round + (String(RoundNumber)))
      • Countdown Timer - Show (Last created timer window)
  • Finish Individual
    • Events
      • Unit - A unit Dies
    • Conditions
      • (All units of (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is Able to attack ground units) Equal to True)) are dead) Equal to True
    • Actions
      • Game - Display to (All players) the text: ((Name of Opponent[(Player number of (Owner of (Triggering unit)))]) + ( has beaten + (Name of (Owner of (Triggering unit)))))
      • Unit Group - Pick every unit in (Units owned by Opponent[(Player number of (Owner of (Triggering unit)))] matching (((Triggering unit) is Able to attack ground units) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to (Center of BigArena[(Player number of Opponent[(Player number of (Owner of (Triggering unit)))])]), facing (Position of (Triggering unit))
          • Unit - Pause (Picked unit)
      • Set FinishedIndividual = (FinishedIndividual + 1)
  • Big Arena Battle
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • FinishedIndividual Equal to 4
    • Actions
      • Unit - Unpause all units
      • Trigger - Turn off Army Attack <gen>
      • Trigger - Turn on Army Attack <gen>
      • Trigger - Turn off Finish Individual <gen>
      • Trigger - Turn on Big Arena Finish 1 <gen>
      • Trigger - Turn on Big Arena Finish 2 <gen>
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To (Center of Big Arena Center <gen>)
      • Unit Group - Pick every unit in (Units in (Playable map area)(((Matching unit) is Dead) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Melee Builder) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
  • Builder Spawn
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Melee Builder for (Picked player) at (Center of Arena[(Player number of (Picked player))]) facing 0.00 degrees
  • Big Arena Finish 1
    • Events
      • Unit - A unit Dies
    • Conditions
      • (All units of (Units owned by (Owner of (Triggering unit)) matching (((Triggering unit) is Able to attack ground units) Equal to True)) are dead) Equal to True
    • Actions
      • Set FinishedIndividual = (FinishedIndividual - 1)
  • Big Arena Finish 2
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
      • FinishedIndividual Equal to 1
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)(((Matching unit) is Dead) Equal to False)) and do (Actions)
        • Loop - Actions
          • Unit - Set the custom value of (Picked unit) to (Player number of (Owner of (Picked unit)))
          • Unit - Move (Picked unit) instantly to ((Owner of (Picked unit)) start location)
          • Unit - Change ownership of (Picked unit) to Neutral Passive and Retain color
      • Player - Set Player 1 (Red) Current gold to 1
      • Trigger - Turn on Finish Individual <gen>
      • Set FinishedIndividual = 0
      • Trigger - Turn off Big Arena Finish 1 <gen>
      • Trigger - Turn off (This trigger)
      • Set RoundNumber = (RoundNumber + 1)
  • Army Spawn
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units of type Militia) and do (Actions)
        • Loop - Actions
          • Unit - Create 25 Militia for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Infantry) and do (Actions)
        • Loop - Actions
          • Unit - Create 5 Infantry for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Heavy Infantry) and do (Actions)
        • Loop - Actions
          • Unit - Create 5 Heavy Infantry for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Elite Infantry) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Elite Infantry for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Massed Militia) and do (Actions)
        • Loop - Actions
          • Unit - Create 60 Militia for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Captains Squad) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Captain for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Create 2 Infantry for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Berserker) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Beserker for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Knight) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Knight for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Paladin) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Paladin for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Legion) and do (Actions)
        • Loop - Actions
          • Unit - Create 30 Infantry for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Battalion) and do (Actions)
        • Loop - Actions
          • Unit - Create 30 Infantry for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Create 1 General for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing (270.0) degrees
          • Unit - Remove (Picked unit) from the game
      • Wait 2.00 seconds
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Militia for (Picked player) at (Center of Arena[(Player number of (Picked player))]) facing Default building facing (270.0) degrees
      • Trigger - Run Army Attack <gen> (checking conditions)
  • Army Attack
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)(((Matching unit) is Able to attack ground units) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To (Position of (Random unit from (Units owned by Opponent[(Player number of (Owner of (Picked unit)))] matching (((Matching unit) is Able to attack ground units) Equal to True))))
      • Wait 20.00 seconds
      • Trigger - Run (This trigger) (checking conditions)
  • Finish Round 1
    • Events
      • Player - Player 1 (Red)'s Current gold becomes Equal to 1.00
    • Conditions
    • Actions
      • Trigger - Run Setup 2 <gen> (checking conditions)
      • Trigger - Run Round Gold 2 <gen> (checking conditions)
      • Trigger - Turn on Finish Round 2 <gen>
      • Trigger - Turn off (This trigger)
  • Round Gold 1
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Set (Picked player) Current gold to 100
      • Trigger - Run Setup 1 <gen> (checking conditions)
  • Setup 1
    • Events
    • Conditions
    • Actions
      • Set Arena[1] = 1 1 1 <gen>
      • Set Arena[2] = 1 1 2 <gen>
      • Set Arena[3] = 1 2 1 <gen>
      • Set Arena[4] = 1 2 2 <gen>
      • Set Arena[9] = 1 3 1 <gen>
      • Set Arena[10] = 1 3 2 <gen>
      • Set Arena[11] = 1 4 1 <gen>
      • Set Arena[12] = 1 4 2 <gen>
      • Set Opponent[1] = Player 2 (Blue)
      • Set Opponent[2] = Player 1 (Red)
      • Set Opponent[3] = Player 4 (Purple)
      • Set Opponent[4] = Player 3 (Teal)
      • Set Opponent[9] = Player 10 (Light Blue)
      • Set Opponent[10] = Player 9 (Gray)
      • Set Opponent[11] = Player 12 (Brown)
      • Set Opponent[12] = Player 11 (Dark Green)
      • Wait 10.00 seconds
      • Trigger - Run Between Round Timer <gen> (checking conditions)
      • Trigger - Run Builder Spawn <gen> (checking conditions)
      • Wait 60.00 seconds
      • Trigger - Run Army Spawn <gen> (checking conditions)
      • Countdown Timer - Destroy (Last created timer window)
      • Game - Display to (All players) the text: Begin!
  • Finish Round 2
    • Events
      • Player - Player 1 (Red)'s Current gold becomes Equal to 1.00
    • Conditions
    • Actions
      • Trigger - Run Setup 3 <gen> (checking conditions)
      • Trigger - Run Round Gold 3 <gen> (checking conditions)
      • Trigger - Turn on Finish Round 3 <gen>
      • Trigger - Turn off (This trigger)
  • Round Gold 2
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Set (Picked player) Current gold to 200
  • Setup 2
    • Events
    • Conditions
    • Actions
      • Set Arena[1] = 1 1 1 <gen>
      • Set Arena[2] = 1 2 1 <gen>
      • Set Arena[3] = 1 1 2 <gen>
      • Set Arena[4] = 1 2 2 <gen>
      • Set Arena[9] = 1 3 1 <gen>
      • Set Arena[10] = 1 4 2 <gen>
      • Set Arena[11] = 1 4 1 <gen>
      • Set Arena[12] = 1 3 2 <gen>
      • Set Opponent[1] = Player 3 (Teal)
      • Set Opponent[2] = Player 4 (Purple)
      • Set Opponent[3] = Player 1 (Red)
      • Set Opponent[4] = Player 2 (Blue)
      • Set Opponent[9] = Player 12 (Brown)
      • Set Opponent[10] = Player 11 (Dark Green)
      • Set Opponent[11] = Player 10 (Light Blue)
      • Set Opponent[12] = Player 9 (Gray)
      • Wait 5.00 seconds
      • Trigger - Run Between Round Timer <gen> (checking conditions)
      • Trigger - Run Builder Spawn <gen> (checking conditions)
      • Wait 60.00 seconds
      • Trigger - Run Army Spawn <gen> (checking conditions)
      • Countdown Timer - Destroy (Last created timer window)
      • Game - Display to (All players) the text: Begin!
  • Quarter Final Gold
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Set (Picked player) Current gold to 1000
  • Quarter Final Setup
    • Events
    • Conditions
    • Actions
      • Set Arena[1] = 1 1 1 <gen>
      • Set Arena[2] = 1 1 2 <gen>
      • Set Arena[3] = 1 2 1 <gen>
      • Set Arena[4] = 1 2 2 <gen>
      • Set Arena[9] = 1 3 1 <gen>
      • Set Arena[10] = 1 3 2 <gen>
      • Set Arena[11] = 1 4 1 <gen>
      • Set Arena[12] = 1 4 2 <gen>
      • Set Opponent[1] = Player 2 (Blue)
      • Set Opponent[2] = Player 1 (Red)
      • Set Opponent[3] = Player 4 (Purple)
      • Set Opponent[4] = Player 3 (Teal)
      • Set Opponent[9] = Player 10 (Light Blue)
      • Set Opponent[10] = Player 9 (Gray)
      • Set Opponent[11] = Player 12 (Brown)
      • Set Opponent[12] = Player 11 (Dark Green)
      • Wait 5.00 seconds
      • Trigger - Run Between Round Timer <gen> (checking conditions)
      • Trigger - Run Builder Spawn <gen> (checking conditions)
      • Wait 60.00 seconds
      • Set FinishedIndividual = 0
      • Trigger - Run Army Spawn <gen> (checking conditions)
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Units owned by Neutral Passive matching ((Custom value of (Matching unit)) Equal to (Player number of (Picked player)))) and do (Actions)
            • Loop - Actions
              • Unit - Move (Picked unit) instantly to (Center of Arena[(Player number of (Picked player))])
              • Unit - Change ownership of (Picked unit) to (Picked player) and Retain color
      • Trigger - Turn off Big Arena Battle <gen>
      • Trigger - Turn off Finish Individual <gen>
      • Trigger - Turn on Semi Finals Start <gen>
      • Countdown Timer - Destroy (Last created timer window)
      • Game - Display to (All players) the text: Begin!
  • Finish Quarter Final
    • Events
      • Unit - A unit Dies
    • Conditions
      • (All units of (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is Able to attack ground units) Equal to True)) are dead) Equal to True
    • Actions
      • Game - Display to (All players) the text: ((Name of Opponent[(Player number of (Owner of (Triggering unit)))]) + ( has beaten + (Name of (Owner of (Triggering unit)))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Killing unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Set Arena[(Player number of (Owner of (Killing unit)))] = 2 1 1 <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Killing unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Set Arena[(Player number of (Owner of (Killing unit)))] = 2 1 1 <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Killing unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Set Arena[(Player number of (Owner of (Killing unit)))] = 2 1 2 <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Killing unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Set Arena[(Player number of (Owner of (Killing unit)))] = 2 1 2 <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Killing unit)) Equal to Player 9 (Gray)
        • Then - Actions
          • Set Arena[(Player number of (Owner of (Killing unit)))] = 2 2 1 <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Killing unit)) Equal to Player 10 (Light Blue)
        • Then - Actions
          • Set Arena[(Player number of (Owner of (Killing unit)))] = 2 2 1 <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
        • Then - Actions
          • Set Arena[(Player number of (Owner of (Killing unit)))] = 2 2 2 <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Killing unit)) Equal to Player 12 (Brown)
        • Then - Actions
          • Set Arena[(Player number of (Owner of (Killing unit)))] = 2 2 2 <gen>
        • Else - Actions
          • Do nothing
      • Unit Group - Pick every unit in (Units owned by Opponent[(Player number of (Owner of (Triggering unit)))] matching (((Triggering unit) is Able to attack ground units) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to (Center of Arena[(Player number of (Owner of (Killing unit)))]), facing (Center of (Playable map area))
          • Unit - Pause (Picked unit)
      • Set FinishedIndividual = (FinishedIndividual + 1)
  • Finish Semi Finals
    • Events
      • Unit - A unit Dies
    • Conditions
      • (All units of (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is Able to attack ground units) Equal to True)) are dead) Equal to True
    • Actions
      • Game - Display to (All players) the text: ((Name of Opponent[(Player number of (Owner of (Triggering unit)))]) + ( has beaten + (Name of (Owner of (Triggering unit)))))
      • Unit Group - Pick every unit in (Units owned by Opponent[(Player number of (Owner of (Triggering unit)))] matching (((Triggering unit) is Able to attack ground units) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to (Center of BigArena[(Player number of (Owner of (Killing unit)))]), facing (Center of (Playable map area))
          • Unit - Pause (Picked unit)
      • Set FinishedIndividual = (FinishedIndividual - 1)
  • Semi Finals Start
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
      • FinishedIndividual Equal to 4
    • Actions
      • Player Group - Pick every player in (All players matching (((Units owned by (Picked player)) is empty) Equal to False)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Melee Builder for (Picked player) at (Center of Arena[(Player number of (Picked player))]) facing Default building facing (270.0) degrees
          • Unit Group - Pick every unit in (Units owned by (Picked player) matching (((Triggering unit) is Able to attack ground units) Equal to True)) and do (Actions)
            • Loop - Actions
              • Unit - Remove (Picked unit) from the game
          • Player - Set (Picked player) Current gold to 1500
      • Set Opponent[(Player number of (Owner of (Random unit from (Units in 2 1 1 <gen>))))] = (Owner of (Random unit from (Units in 2 1 2 <gen>)))
      • Set Opponent[(Player number of (Owner of (Random unit from (Units in 2 1 2 <gen>))))] = (Owner of (Random unit from (Units in 2 1 1 <gen>)))
      • Set Opponent[(Player number of (Owner of (Random unit from (Units in 2 2 1 <gen>))))] = (Owner of (Random unit from (Units in 2 2 2 <gen>)))
      • Set Opponent[(Player number of (Owner of (Random unit from (Units in 2 2 2 <gen>))))] = (Owner of (Random unit from (Units in 2 2 1 <gen>)))
      • Trigger - Run Between Round Timer <gen> (checking conditions)
      • Trigger - Turn off (This trigger)
      • Wait 60.00 seconds
      • Unit - Unpause all units
      • Trigger - Run Army Spawn <gen> (checking conditions)
      • Trigger - Turn on Finish Semi Finals <gen>
      • Trigger - Turn on Finals Start <gen>
  • Finals Start
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
      • FinishedIndividual Equal to 2
    • Actions
      • Player Group - Pick every player in (All players matching (((Units owned by (Picked player)) is empty) Equal to False)) and do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Units owned by (Picked player)) and do (Actions)
            • Loop - Actions
              • Unit - Remove (Picked unit) from the game
          • Unit - Create 1 Melee Builder for (Picked player) at (Center of Arena[(Player number of (Picked player))]) facing Default building facing (270.0) degrees
          • Player - Set (Picked player) Current gold to 2000
      • Trigger - Run Between Round Timer <gen> (checking conditions)
      • Wait 60.00 seconds
      • Trigger - Run Army Spawn <gen> (checking conditions)
      • Wait 0.50 seconds
      • Trigger - Turn on Big Arena Battle <gen>
      • Trigger - Run Big Arena Battle <gen> (checking conditions)
      • Wait 0.50 seconds
      • Trigger - Turn off Big Arena Finish 2 <gen>
      • Trigger - Turn on Finals Finish <gen>
  • Finals Finish
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
      • FinishedIndividual Equal to 1
    • Actions
      • Game - Display to (All players) for 30.00 seconds the text: ((Name of (Owner of (Random unit from (Units in (Playable map area))))) + is the grand victor!)
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Camera - Pan camera for (Picked player) to (Center of Big Arena Center <gen>) over 0.00 seconds
      • Game - Display to (All players) the text: Game will end in 30...
      • Wait 30.00 seconds
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Game - Defeat (Picked player) with the message: Play Again Soon!
 

Attachments

  • Fantasy Warfare.w3x
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Last edited:
Level 18
Joined
Jan 21, 2006
Messages
2,552
What is this? Why are you posting in the Triggers & Scripts section?

An extra militia also spawns every round to avoid glitches when people don't build anything.

That can easily be avoided with code, you don't need to spawn a Militia in order to prevent this.
 

Qab

Qab

Level 5
Joined
Mar 19, 2009
Messages
68
I'm posting in Triggers and Scripts because I need help with the triggers :p. I'm pretty sure that counts. For the Militia, I proabably wasn't clear on that. It's a unit in the map, the weakest unit to be exact. Weak enough that one of them won't do anything. And I don't know code :hohum: All I use is GUI...
 
Last edited:

Qab

Qab

Level 5
Joined
Mar 19, 2009
Messages
68
It's kind of hard to help fix your map since it uses WE Unlimited.
Hmm, but I didn't use any Advanced Triggers, so shouldn't it still open in normal WE?
You'll probably get help faster if you post the code which could have the problem.
Thanks for the suggestion! I've posted up the Round 1 triggers which get everything started, the General Triggers which are used by everyhting else, Round 2 Triggers, which is nearly identical to Rounds 3-7, and finally the Quarter+Semi+Finals Triggers. I don't know why the triggers aren't working and where, or else I probably would have posted alot less of them. :hohum:
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
Hmm, but I didn't use any Advanced Triggers, so shouldn't it still open in normal WE?
You used a function like CreateTimerBJ. You'll need to get rid of WEU functions in order to open it in normal World Editor.
You actually shouldn't use WEU since it's buggy and most of its functions can be done in Jass. Use JNGP instead. =D

Edit:
Unrelated to your problem but will help you in your map:
I'm guessing you haven't heard of leaks yet. This link explains how to deal with them.
 

Qab

Qab

Level 5
Joined
Mar 19, 2009
Messages
68
You actually shouldn't use WEU since it's buggy and most of its functions can be done in Jass. Use JNGP instead. =D
Ah yes well.. I don't know Jass, and currently am not motivated enough to learn it. All I use for my maps is GUI.

I'm guessing you haven't heard of leaks yet. This link explains how to deal with them.
Thanks for the link.. but before I remove leaks to reduce lag, I should probably fix the actual bugs so the map is playable. Then once the map works I'll work on leaks.

Thanks for all the help so far, it's giving me ways to improve my maps in the future.

-Qab
 
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