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Booby trapped Way Gate

10-26-2008, 01:15 PM#1
Sunwarrior25
I am fooling around with a dungeon crawler placed on the sunken ruins tile-set. The first room with switches contains a Way Gate that points to the first half of the dungeon, when the correct switch is stepped on... I have tested this in game, and don't know why it doesn't activate the gate.

Here's the part of the Initialization trigger where I set it up:
Trigger:
-------- Gates --------
Set Switch[0] = LvlSwitch00A <gen>
Set Switch[1] = LvlSwitch00B <gen>
Set Switch[2] = LvlSwitch00C <gen>
Set Switch[3] = LvlSwitch00D <gen>

And here's the problem trigger:
Hidden information:
Room01A:
Room01A
Collapse Events
Unit - A unit enters LvlSwitch00A <gen>
Unit - A unit enters LvlSwitch00B <gen>
Unit - A unit enters LvlSwitch00C <gen>
Unit - A unit enters LvlSwitch00D <gen>
Collapse Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Collapse Actions
Collapse For each (Integer A) from 0 to 3, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Switch[(Integer A)] contains (Entering unit)) Equal to True
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
intSwitch Equal to (Integer A)
Collapse Then - Actions
Trigger - Turn off (This trigger)
For each (Integer B) from 0 to 3, do (Destructible - Pick every destructible in Switch[(Integer B)] and do (Destructible - Kill (Picked destructible)))
Neutral Building - Set Way Gate 0018 <gen> destination to (Center of LevelStart01 <gen>)
Neutral Building - Enable Way Gate 0018 <gen>
Collapse Else - Actions
Destructible - Pick every destructible in Switch[(Integer A)] and do (Destructible - Kill (Picked destructible))
Unit - Create 2 Skeletal Orc for Player 12 (Brown) at (Center of FalseSpawn00 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Animation - Play (Picked unit)'s birth animation)
Set Switch[(Integer A)] = DummyRegion <gen>
Else - Actions


Though it doesn't activate the gate, it DOES spawn the skellies on the three trapped switches.

FIXED for now:
Hidden information:
Trigger:
Room01A
Collapse Events
Unit - A unit enters LvlSwitch00A <gen>
Unit - A unit enters LvlSwitch00B <gen>
Unit - A unit enters LvlSwitch00C <gen>
Unit - A unit enters LvlSwitch00D <gen>
Collapse Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Collapse Actions
Collapse For each (Integer A) from 0 to 3, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Collapse And - All (Conditions) are true
Collapse Conditions
(Switch[(Integer A)] contains (Entering unit)) Equal to True
intSwitch Equal to (Integer A)
Collapse Then - Actions
Trigger - Turn off (This trigger)
For each (Integer B) from 0 to 3, do (Destructible - Pick every destructible in Switch[(Integer B)] and do (If (((Picked destructible) is dead) Equal to False) then do (Destructible - Kill (Picked destructible)) else do (Do nothing)))
Neutral Building - Set Way Gate 0018 <gen> destination to (Center of LevelStart01 <gen>)
Neutral Building - Enable Way Gate 0018 <gen>
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Switch[(Integer A)] contains (Entering unit)) Equal to True
Collapse Then - Actions
Destructible - Pick every destructible in Switch[(Integer A)] and do (Destructible - Kill (Picked destructible))
Unit - Create 2 Skeletal Orc for Player 12 (Brown) at (Center of FalseSpawn00 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Animation - Play (Picked unit)'s birth animation)
Set Switch[(Integer A)] = DummyRegion <gen>
Else - Actions