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Unit Enters Region Issue

Discussion in 'World Editor Help Zone' started by Xsilver07, Aug 25, 2007.

  1. Xsilver07

    Xsilver07

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    Explanation: I'm creating a minigame in which you cross a different series (or a path if you will) of elevators to get to a platform directly across from one platform. When you step on "bad elevators" it should create a spike and kill the unit. When you step on the "bonus square" it should create a special effect and remove the unit.

    Now the minigame does all these things, but alot of the time the triggers won't be activated unless you enter a region from a CERTAIN SIDE.

    Why it doesn't work for any side is confusing me, i posted an example of ohe of the 3 different pathing setups. At the beginning of the minigame every elevator within the minigame are considered spikes, so, i need to turn off the ones i need walkable, which is what Pathing 1, 2, or 3 will do, and will also turn on its corresponding "bonus square"

    The trigger below is an example of one of the 20 elevators and what it will do to kill the unit.

    If anyone can take a look at these and see if they notice something i'm doing wrong, or if you need more information i'll check back soon.




    • Pathing Setup 1
      • Events
      • Conditions
      • Actions
        • Set Incorrect_Pathing[1] = No region
        • Set Incorrect_Pathing[3] = No region
        • Set Incorrect_Pathing[7] = No region
        • Set Incorrect_Pathing[8] = No region
        • Set Incorrect_Pathing[9] = No region
        • Set Incorrect_Pathing[12] = No region
        • Set Incorrect_Pathing[13] = No region
        • Set Incorrect_Pathing[14] = No region
        • Set Incorrect_Pathing[18] = No region
        • Set Incorrect_Pathing[19] = No region
        • Set BonusPathing = Elevator12 <gen>
        • Trigger - Turn on Bonus Elevator 1 <gen>


    • Bad Elevator 1
      • Events
        • Unit - A unit enters Elevator1 <gen>
      • Conditions
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Incorrect_Pathing[1] contains (Entering unit)) Equal to True
          • Then - Actions
            • Unit - Kill (Entering unit)
            • Special Effect - Create a special effect at (Center of Elevator1 <gen>) using Abilities\Spells\Undead\Impale\ImpaleHitTarget.mdl
            • Destructible - Set height of Elevator (2) 4340 <gen> to 1
          • Else - Actions
     
  2. Warlord_HU

    Warlord_HU

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    • Set Incorrect_Pathing[1] = No region


    and

    • (Incorrect_Pathing[1] contains (Entering unit)) Equal to True


    Men this can not work.
     
  3. MagnusCalgar

    MagnusCalgar

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    atm these triggers don't make a whole lot of sense
     
  4. Bobo_The_Kodo

    Bobo_The_Kodo

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    i think you have to set the side of a unit entering an elevator for it to work

    something about detructables - elevator walls in the trigger editor
     
  5. Xsilver07

    Xsilver07

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    idea stripped, replaced, and works now. thanks to all though. :D