| 08-10-2003, 02:12 PM | #1 |
Yo, Let´s see if I can ask this question without revealing to much of my Ability. Ok here´s the light version emote_sweat E- Unit- A unit Owned by Player 1 (red) is issued an order targeting an object C- And - All (Conditions) are true Conditions (Unit-type of (Ordered unit)) Equal to MyUnit (Issued order) Equal to (Order(banish)) A- Set Caster = (Ordered unit) Set Target = (Target unit of issued order) Set x = 0 Unit- Pause Caster Unit- Make Caster invulnerable If (All Conditions are True) then do (Then Actions) else do (Else Actions) -----everything works fine so far----- If - Conditions MySpellLvL Equal to 1 Then - Actions Set x = (Random integer number between 3 and 4) Set DummyUnitType = Dummy (level1) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions MySpellLvL Equal to 2 Then - Actions Set x = (Random integer number between 6 and 8 ) Set DummyUnitType = Dummy (level2) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions MySpellLvL Equal to 3 Then - Actions Set x = (Random integer number between 9 and 12) Set DummyUnitType = Dummy (level3) Else - Actions Do nothing -----this loop repeats forever----- For each (Integer A) from 1 to x, do (Actions) Loop - Actions Unit - Create 1 DummyUnitType for Player 1 (Red) at ((Position of Target) offset by ((Random real number between -300.00 and 300.00), 0.00)) facing Default building facing degrees Set DummyUnit = (Last created unit) Animation - Change DummyUnit's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency Wait 0.01 seconds Unit - Order DummyUnit to Attack Once Target Wait 0.25 seconds Unit - Remove DummyUnit from the game Unit - Unpause Caster Unit - Make Caster Vulnerable Ok, I´ll give u a little description: I want to Spawn x Dummy´s at the position of the targeted unit, one after another, who attack the Target once and then dissapear. Now what´s the problem? Well, the Integer A Loop doesn´t seem to work, my guess would be that those random numbers don´t cooperate with it. Please Help hodi |
| 08-10-2003, 03:10 PM | #2 |
The only thing I can think of (withoutt knowing anything else about any of your other triggers) is that the MySpellLvl is equal to something other than 1, 2, or 3. I don't know exactly what a For Loop from 1 to 0 would do emote_sweat Everything looks right in that trigger. The x=0 isn't really necessary though, if it will always be set to something else. Hey, I'm trying to help you save a couple bytes on map size ;) |
| 08-10-2003, 03:19 PM | #3 | ||
Quote:
Here´s the Trig: function Trig_MySpellLvL_Conditions takes nothing returns boolean if ( not ( GetLearnedSkillBJ() == 'A016' ) ) then return false endif return true endfunction function Trig_MySpellLvL_Actions takes nothing returns nothing set udg_MySpellLvL = ( udg_MySpellLvL + 1 ) endfunction //=========================================================================== function InitTrig_MySpellLvL takes nothing returns nothing set gg_trg_MySpellLvL = CreateTrigger( ) call TriggerRegisterUnitEvent( gg_trg_MySpellLvL, gg_unit_O000_0004, EVENT_UNIT_HERO_SKILL ) call TriggerAddCondition( gg_trg_MySpellLvL, Condition( function Trig_MySpellLvL_Conditions ) ) call TriggerAddAction( gg_trg_MySpellLvL, function Trig_MySpellLvL_Actions ) endfunction Quote:
My map has more than 16k doodads and some imported Sounds and isn´t finished yet. It´s for a SinglePlayer Campaign so I don´t care about the size =) Thx hodi |
| 08-10-2003, 03:57 PM | #4 |
Try to work around the loop. |
| 08-10-2003, 04:05 PM | #5 | |
Quote:
=/ lotsa work |
