- Joined
- Aug 19, 2007
- Messages
- 109
I'm working on a castle defense kinda map and 1 trigger i need is a TP one(i cant use waygate coz then the spawned comp units will use it too) and this trigger is making wc3 freeze everytime i test it. Whats wrong with it?(Dont say anything about how inefficient it is lol).
R=Passage Room(There are the "PR to _____" regions in it)
e.g."Dummy (PR to Entrance)
and then give that unit an expiration timer.
-When the expiration timer runs out, the unit dies and the last trigger is activated which transports all within 300 range of the dying unit to another region.
-BUT WTF when my hero just enters the region, wc3 freezes. no dummy unit is created... just freeze.
Help please!

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PR to Entrance
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Events
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Unit - A unit enters PR to Entrance <gen>
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Conditions
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Actions
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Set Temp_Point = (Position of Castle Passageways (Gate to Keep) 0189 <gen>)
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Unit - Create 1 TP Dummy (PR to Entrance) for Player 9 (Gray) at Temp_Point facing Default building facing degrees
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Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation (udg_Temp_Point)
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PR to Farms
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Events
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Unit - A unit enters PR to Farms <gen>
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Conditions
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Actions
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Set Temp_Point = (Position of Castle Passageways (Farms to Keep) 0246 <gen>)
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Unit - Create 1 TP Dummy (PR to Farms) for Player 9 (Gray) at Temp_Point facing Default building facing degrees
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Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation (udg_Temp_Point)
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PR to Church
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Events
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Unit - A unit enters PR to Church <gen>
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Conditions
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Actions
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Set Temp_Point = (Position of Castle Passageways (Houses to Keep) 0248 <gen>)
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Unit - Create 1 TP Dummy (PR to Church) for Player 9 (Gray) at Temp_Point facing Default building facing degrees
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Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation (udg_Temp_Point)
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PR to Keep
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Events
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Unit - A unit enters PR to Keep <gen>
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Conditions
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Actions
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Set Temp_Point = (Position of Castle Passageways (Church to Entrance) 0250 <gen>)
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Unit - Create 1 TP Dummy (PR to Keep) for Player 9 (Gray) at Temp_Point facing Default building facing degrees
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Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation (udg_Temp_Point)
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All to PR
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Events
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Unit - A unit enters Entrance to PR <gen>
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Unit - A unit enters Farms to PR <gen>
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Unit - A unit enters Church to PR <gen>
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Unit - A unit enters Keep to PR <gen>
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Conditions
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Actions
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Set Temp_Point = (Position of (Triggering unit))
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Unit - Create 1 TP Dummy (All to PR) for Player 9 (Gray) at Temp_Point facing Default building facing degrees
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Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation (udg_Temp_Point)
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TP Unit
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Events
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Unit - A unit Dies
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Dying unit)) Equal to TP Dummy (PR to Entrance)
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(Unit-type of (Dying unit)) Equal to TP Dummy (PR to Farms)
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(Unit-type of (Dying unit)) Equal to TP Dummy (PR to Keep)
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(Unit-type of (Dying unit)) Equal to TP Dummy (All to PR)
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(Unit-type of (Dying unit)) Equal to TP Dummy (PR to Church)
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Actions
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Set Temp_Point = (Position of (Dying unit))
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Set Temp_Unit_Group = (Units within 300.00 of Temp_Point)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Dying unit)) Equal to TP Dummy (PR to Entrance)
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Then - Actions
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Unit Group - Pick every unit in Temp_Unit_Group and do (Actions)
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Loop - Actions
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Unit - Move (Picked unit) instantly to (Center of Entrance To <gen>)
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Custom script: call DestroyGroup (udg_Temp_Unit_Group)
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Custom script: call RemoveLocation (udg_Temp_Point)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Dying unit)) Equal to TP Dummy (PR to Farms)
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Then - Actions
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Unit Group - Pick every unit in Temp_Unit_Group and do (Actions)
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Loop - Actions
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Unit - Move (Picked unit) instantly to (Center of Farms To <gen>)
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Custom script: call DestroyGroup (udg_Temp_Unit_Group)
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Custom script: call RemoveLocation (udg_Temp_Point)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Dying unit)) Equal to TP Dummy (PR to Church)
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Then - Actions
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Unit Group - Pick every unit in Temp_Unit_Group and do (Actions)
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Loop - Actions
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Unit - Move (Picked unit) instantly to (Center of Church To <gen>)
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Custom script: call DestroyGroup (udg_Temp_Unit_Group)
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Custom script: call RemoveLocation (udg_Temp_Point)
-
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Else - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
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(Unit-type of (Dying unit)) Equal to TP Dummy (PR to Keep)
-
-









Then - Actions
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Unit Group - Pick every unit in Temp_Unit_Group and do (Actions)
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Loop - Actions
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Unit - Move (Picked unit) instantly to (Center of Keep To <gen>)
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-
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Custom script: call DestroyGroup (udg_Temp_Unit_Group)
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Custom script: call RemoveLocation (udg_Temp_Point)
-
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Else - Actions
-










If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-











If - Conditions
-












(Unit-type of (Dying unit)) Equal to TP Dummy (All to PR)
-
-











Then - Actions
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Unit Group - Pick every unit in Temp_Unit_Group and do (Actions)
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Loop - Actions
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Unit - Move (Picked unit) instantly to (Center of To Passage Room <gen>)
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Custom script: call DestroyGroup (udg_Temp_Unit_Group)
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Custom script: call RemoveLocation (udg_Temp_Point)
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Else - Actions
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Do nothing
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e.g."Dummy (PR to Entrance)
and then give that unit an expiration timer.
-When the expiration timer runs out, the unit dies and the last trigger is activated which transports all within 300 range of the dying unit to another region.
-BUT WTF when my hero just enters the region, wc3 freezes. no dummy unit is created... just freeze.
Help please!



). Im thankful.