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[Solved] What's wrong with this trigger?

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Archian

Site Director
Level 61
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Jan 1, 2006
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Yeah, as the title says. What's wrong with this trigger? It doesn't work the way I intend. Nothing happens when all the units die.

Am I forgetting something here?

Thanks in advance!

  • MQ1 Skeletons Dies
    • Events
      • Unit - Returned Champion 0085 <gen> Dies
      • Unit - Fallen Warrior 0086 <gen> Dies
      • Unit - Fallen Warrior 0087 <gen> Dies
      • Unit - Skeleton Archer 0088 <gen> Dies
      • Unit - Skeleton Archer 0089 <gen> Dies
      • Unit - Skeleton Warrior 0090 <gen> Dies
      • Unit - Skeleton Warrior 0091 <gen> Dies
      • Unit - Skeleton Warrior 0092 <gen> Dies
      • Unit - Skeleton Warrior 0093 <gen> Dies
      • Unit - Skeleton Warrior 0094 <gen> Dies
      • Unit - Skeleton Warrior 0095 <gen> Dies
    • Conditions
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Returned Champion 0085 <gen> is Dead) Equal to (==) True
          • (Fallen Warrior 0086 <gen> is Dead) Equal to (==) True
          • (Fallen Warrior 0087 <gen> is Dead) Equal to (==) True
          • (Skeleton Archer 0088 <gen> is Dead) Equal to (==) True
          • (Skeleton Archer 0089 <gen> is Dead) Equal to (==) True
          • (Skeleton Warrior 0090 <gen> is Dead) Equal to (==) True
          • (Skeleton Warrior 0091 <gen> is Dead) Equal to (==) True
          • (Skeleton Warrior 0092 <gen> is Dead) Equal to (==) True
          • (Skeleton Warrior 0093 <gen> is Dead) Equal to (==) True
          • (Skeleton Warrior 0094 <gen> is Dead) Equal to (==) True
          • (Skeleton Warrior 0095 <gen> is Dead) Equal to (==) True
        • Then - Actions
          • Quest - Mark MQ1UndeadDies as Completed
          • Quest - Mark (Last created quest requirement) as Completed
          • Quest - Display to (All players) the Quest Update message: QUEST UPDATE - Retu...
          • Destructible - Open Iron Gate (Custom) 4969 <gen>
          • Destructible - Kill Pathing Blocker (Ground) (Large) 4979 <gen>
          • Destructible - Kill Pathing Blocker (Ground) (Large) 4978 <gen>
        • Else - Actions
 
Last edited:
From theory all looks good and I assume you to have correct units as reference etc.
But what might be a problem is that you use multiple specific unit references globaly.

When you kill a unit you can refer to it onEvent.
When you kill a unit and it gets removed (later) you lose reference to it.

So scenario:

Unit_1 gets killed
... (5 minutes later)
Unit_2 gets killed

Now you check if Unit_1 is alive or dead, but the unit does not exist anymore and you can't refer to it anymore like this.

Solutions:
1.You can add the units to a group at start, and always remove dying unit from that group.
If the group is empty you do your actions.
2. You make a simple integer counter +1 when a unit dies. When counter gets 11 you make actions.
 
Level 37
Joined
Jul 22, 2015
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3,485
I'm going to second on IcemanBo's suggestion. However, I've never used UMSWE before, so I don't know what kind of extra stuff you have going on in there (;

Solutions:
1.You can add the units to a group at start, and always remove dying unit from that group.
If the group is empty you do your actions.
2. You make a simple integer counter +1 when a unit dies. When counter gets 11 you make actions.
 
Level 10
Joined
Apr 4, 2010
Messages
509
EDIT: oh IcemanBo already said it.

I'd do it like this.
  • Trigger
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is in (Quest_1 group) Equal to True
    • Actions
      • Unit Group - Remove (Dying unit) from (Quest_1 group)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Quest_1 group) is empty) Equal to True
        • Then - Actions
          • -------- Do Actions --------
        • Else - Actions
 
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