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[Trigger] What is wrong with this?

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Level 9
Joined
Jan 17, 2009
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372
i recently made these triggers and it wont create the dummy units in the trigger >.< so please help
  • Star
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Star_Index[1] Equal to 0
        • Then - Actions
          • Trigger - Turn on Star Loop <gen>
        • Else - Actions
      • Set Star_Index[1] = (Star_Index[1] + 1)
      • Set Star_Index[2] = (Star_Index[2] + 1)
      • Set Star_LoopIsOn[Star_Index[2]] = True
      • Set Star_Point[Star_Index[2]] = 1
      • Set Star_Unit[Star_Index[3]] = (Triggering unit)
      • Set Star_StartingPoint[Star_Index[2]] = (Position of (Triggering unit))
      • Unit - Pause (Triggering unit)
  • Star Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Star_Index[3]) from 1 to Star_Index[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Star_LoopIsOn[Star_Index[3]] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Star_Timer[Star_Index[3]] Equal to 55
                • Then - Actions
                  • Set Star_Point[Star_Index[3]] = (Star_Point[Star_Index[3]] + 1)
                  • Set Star_Timer[Star_Index[3]] = 0
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • Star_Point[Star_Index[3]] Equal to 1
                      • Star_Timer[Star_Index[3]] Equal to 0
                • Then - Actions
                  • Set TempPoint = Star_StartingPoint[Star_Index[3]]
                  • Set TempPoint2 = (TempPoint offset by 400.00 towards 90.00 degrees)
                  • Set TempPoint3 = (TempPoint offset by 400.00 towards 234.00 degrees)
                  • Unit - Create 1 Footman for (Owner of Star_Unit[Star_Index[3]]) at TempPoint2 facing TempPoint3
                  • Set Star_Unit[Star_Index[3]] = (Last created unit)
                  • Custom script: call RemoveLocation(udg_TempPoint)
                  • Custom script: call RemoveLocation(udg_TempPoint2)
                  • Custom script: call RemoveLocation(udg_TempPoint3)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • Star_Point[Star_Index[3]] Equal to 2
                      • Star_Timer[Star_Index[3]] Equal to 0
                • Then - Actions
                  • Set TempPoint = Star_StartingPoint[Star_Index[3]]
                  • Set TempPoint2 = (TempPoint offset by 400.00 towards 234.00 degrees)
                  • Set TempPoint3 = (TempPoint offset by 400.00 towards 378.00 degrees)
                  • Unit - Create 1 Footman for (Owner of Star_Unit[Star_Index[3]]) at TempPoint2 facing TempPoint3
                  • Unit - Remove Star_Unit[Star_Index[3]] from the game
                  • Set Star_Unit[Star_Index[3]] = (Last created unit)
                  • Custom script: call RemoveLocation(udg_TempPoint)
                  • Custom script: call RemoveLocation(udg_TempPoint2)
                  • Custom script: call RemoveLocation(udg_TempPoint3)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • Star_Point[Star_Index[3]] Equal to 3
                      • Star_Timer[Star_Index[3]] Equal to 0
                • Then - Actions
                  • Set TempPoint = Star_StartingPoint[Star_Index[3]]
                  • Set TempPoint2 = (TempPoint offset by 400.00 towards 378.00 degrees)
                  • Set TempPoint3 = (TempPoint offset by 400.00 towards 162.00 degrees)
                  • Unit - Create 1 Footman for (Owner of Star_Unit[Star_Index[3]]) at TempPoint2 facing TempPoint3
                  • Unit - Remove Star_Unit[Star_Index[3]] from the game
                  • Set Star_Unit[Star_Index[3]] = (Last created unit)
                  • Custom script: call RemoveLocation(udg_TempPoint)
                  • Custom script: call RemoveLocation(udg_TempPoint2)
                  • Custom script: call RemoveLocation(udg_TempPoint3)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • Star_Point[Star_Index[3]] Equal to 4
                      • Star_Timer[Star_Index[3]] Equal to 0
                • Then - Actions
                  • Set TempPoint = Star_StartingPoint[Star_Index[3]]
                  • Set TempPoint2 = (TempPoint offset by 400.00 towards 162.00 degrees)
                  • Set TempPoint3 = (TempPoint offset by 400.00 towards 304.00 degrees)
                  • Unit - Create 1 Footman for (Owner of Star_Unit[Star_Index[3]]) at TempPoint2 facing TempPoint3
                  • Unit - Remove Star_Unit[Star_Index[3]] from the game
                  • Set Star_Unit[Star_Index[3]] = (Last created unit)
                  • Custom script: call RemoveLocation(udg_TempPoint)
                  • Custom script: call RemoveLocation(udg_TempPoint2)
                  • Custom script: call RemoveLocation(udg_TempPoint3)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • Star_Point[Star_Index[3]] Equal to 5
                      • Star_Timer[Star_Index[3]] Equal to 0
                • Then - Actions
                  • Set TempPoint = Star_StartingPoint[Star_Index[3]]
                  • Set TempPoint2 = (TempPoint offset by 400.00 towards 304.00 degrees)
                  • Set TempPoint3 = (TempPoint offset by 400.00 towards 90.00 degrees)
                  • Unit - Create 1 Footman for (Owner of Star_Unit[Star_Index[3]]) at TempPoint2 facing TempPoint3
                  • Unit - Remove Star_Unit[Star_Index[3]] from the game
                  • Set Star_Unit[Star_Index[3]] = (Last created unit)
                  • Custom script: call RemoveLocation(udg_TempPoint)
                  • Custom script: call RemoveLocation(udg_TempPoint2)
                  • Custom script: call RemoveLocation(udg_TempPoint3)
                • Else - Actions
              • Set Star_Timer[Star_Index[3]] = (Star_Timer[Star_Index[3]] + 1)
              • Set TempPoint = (Position of Star_Unit[Star_Index[3]])
              • Set TempPoint2 = (TempPoint offset by 15.00 towards (Facing of Star_Unit[Star_Index[3]]) degrees)
              • Unit - Move Star_Unit[Star_Index[3]] instantly to TempPoint2
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Custom script: call RemoveLocation(udg_TempPoint2)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Star_Point[Star_Index[3]] Equal to 6
                  • Star_Timer[Star_Index[3]] Equal to 55
                • Then - Actions
                  • Unit - Unpause Star_Unit[Star_Index[3]]
                  • Unit - Move Star_Unit[Star_Index[3]] instantly to Star_StartingPoint[Star_Index[3]]
                  • Custom script: call RemoveLocation(udg_Star_StartingPoint[udg_Star_Index[3]])
                  • Set Star_Index[1] = (Star_Index[1] - 1)
                  • Set Star_Point[Star_Index[3]] = 0
                  • Set Star_Timer[Star_Index[3]] = 0
                  • Set Star_Counter[Star_Index[3]] = 0
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Star_Index[1] Equal to 0
                    • Then - Actions
                      • Set Star_Index[2] = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
            • Else - Actions
 
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