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[Solved] Triggers gone crazy

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Level 15
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Oct 18, 2008
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1,591
It's hard to describe... But exactly not what should have happened... The analog-to-binary trigger gave crazy numbers, the trigger which should have emptied the inventory emptied it, but didn't put into it the correct set of new items (let's say a double inventory system) and if I pressed the change back (inventory set) button, it removed 1 item, then clicking again gave back 1 item, then clicking again removed 1 item and so on-but I used a cycle for this Oo
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
No, the normal values are set, the problem is the trigger doesn't work at ALL as it should... I rechecked my code like 50times, but it doesn't work...
For example this one generates the gems it should but it only generates 1 or 2 item of type " " -well I know it's weird to call an item like this but I imported the item from another player's map-so the item "Back to inventory" is in slot 4.
  • For each (Integer A) from 1 to SocketedItemTypesNumber, do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to SockedtedItemTypes[(Integer A)]
        • Then - Actions
          • For each (Integer B) from 1 to 6, do (Actions)
            • Loop - Actions
              • Hashtable - Save Handle Of(Item carried by (Triggering unit) in slot (Integer B)) as (Integer B) of (Key (Triggering unit)) in SocketTempitems
              • Item - Move (Item carried by (Triggering unit) in slot (Integer B)) to SocketTempPlace
          • For each (Integer B) from 1 to (Load 1 of (Key (Item being manipulated)) from CurrentSocketsUsed), do (Actions)
            • Loop - Actions
              • For each (Integer X) from 1 to GemTypesNumber, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Load (Integer B) of (Key (Item being manipulated)) from SocketedGems) Equal to X
                    • Then - Actions
                      • Hero - Create UsedGemTypes[X] and give it to (Triggering unit)
                    • Else - Actions
                  • Do nothing
          • For each (Integer B) from 1 to (SocketsMax[(Integer A)] - (Load 1 of (Key (Item being manipulated)) from CurrentSocketsUsed)), do (Actions)
            • Loop - Actions
              • Hero - Create Socket and give it to (Triggering unit)
          • For each (Integer A) from 1 to (5 - SocketsMax[(Integer A)]), do (Actions)
            • Loop - Actions
              • Hero - Create and give it to (Triggering unit)
          • Hero - Create Back to inventory and give it to (Triggering unit)
          • Skip remaining actions
        • Else - Actions
And if I click on the item Back to Inventory this should happen:

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Item-type of (Item being manipulated)) Equal to Back to inventory
    • Then - Actions
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
          • Hero - Give (Load (Integer A) of (Key (Triggering unit)) in SocketTempitems) to (Triggering unit)
    • Else - Actions
But instead it removes the first item, or replaces it with an item...
These triggers are absolutely separated, none of them should make things like these...
 
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