- Joined
- Dec 6, 2007
- Messages
- 233
So i have these 3 triggers
For some odd reason, when the third trigger is active, the second one spazzes out and Leviathan shoots off the map. Any ideas how trigger #3 is messing with trigger #2?
EDIT: the 2nd trigger moves a unit in a circle around it's spawner, the third keeps a dummy at the same point as the other unit.
EDIT2: SOLVED, i had to change the original values of the hashtable's integer values.
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Set lev
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Events
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Unit - A unit Spawns a summoned unit
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Conditions
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(Unit-type of (Summoned unit)) Equal to Leviathan
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Actions
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Hashtable - Save Handle Of(Summoning unit) as Leviathan_Unit of (Key (Summoned unit)) in Leviathan_Hash
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Set Temp_Loc = ((Position of (Summoning unit)) offset by 500.00 towards 0.00 degrees)
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Unit - Move (Summoned unit) instantly to Temp_Loc
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Unit Group - Add (Summoned unit) to Leviathan_Unit_Group
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Unit - Create 1 Leviathan Cannon for (Owner of (Triggering unit)) at Temp_Loc facing Default building facing degrees
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Hashtable - Save Handle Of(Last created unit) as Leviathan_Cannon of (Key (Picked unit)) in Leviathan_Hash
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Custom script: call RemoveLocation(udg_Temp_Loc)
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Leviathan movement
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Events
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Time - Every 0.05 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in Leviathan_Unit_Group and do (Actions)
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Loop - 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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(Custom value of (Summoned unit)) Equal to 360
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Then - Actions
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Unit - Set the custom value of (Picked unit) to 1
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Else - Actions
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Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 1)
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Set Temp_Unit_Loc = (Position of (Load Leviathan_Unit of (Key (Picked unit)) in Leviathan_Hash))
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Set Temp_Unit_Loc2 = (Temp_Unit_Loc offset by 600.00 towards (Real((Custom value of (Picked unit)))) degrees)
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Set Temp_Unit = (Picked unit)
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Custom script: call SetUnitX(udg_Temp_Unit, GetLocationX(udg_Temp_Unit_Loc2))
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Custom script: call SetUnitY(udg_Temp_Unit, GetLocationY(udg_Temp_Unit_Loc2))
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Unit - Make (Picked unit) face ((Real((Custom value of (Picked unit)))) + 90.00) over 0.00 seconds
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Custom script: call RemoveLocation(udg_Temp_Unit_Loc)
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Custom script: call RemoveLocation(udg_Temp_Unit_Loc2)
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Leviathan cannon
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Events
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Time - Every 0.05 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in Leviathan_Unit_Group and do (Actions)
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Loop - Actions
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Set Temp_Unit_Loc3 = (Position of (Picked unit))
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Set Temp_Unit2 = (Load Leviathan_Cannon of (Key (Picked unit)) in Leviathan_Hash)
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Custom script: call SetUnitX(udg_Temp_Unit2, GetLocationX(udg_Temp_Unit_Loc3))
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Custom script: call SetUnitY(udg_Temp_Unit2, GetLocationY(udg_Temp_Unit_Loc3))
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Custom script: call RemoveLocation(udg_Temp_Unit_Loc3)
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For some odd reason, when the third trigger is active, the second one spazzes out and Leviathan shoots off the map. Any ideas how trigger #3 is messing with trigger #2?
EDIT: the 2nd trigger moves a unit in a circle around it's spawner, the third keeps a dummy at the same point as the other unit.
EDIT2: SOLVED, i had to change the original values of the hashtable's integer values.
Last edited:


