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Yet again a plea for help

11-21-2004, 10:59 PM#1
Xzarol
Ok, here is whats happening. In my Castle Wars Map, a very intergal trigger is malfunctioning. Here is how the two triggers go-
The first

Event
-Map Initilization
Action
-Add Castle 1 to CastleGroup
-Add Castle 2 to CastleGroup
(and so on)

And the Second

Event
-Player One Red types message -castle as an exact match
Action
-Unit, change ownership of random unit from CastleGroup to triggering player and change color.
-Set Castle as Ownership Changed Unit
-Remove Castle from CastleGroup
-Wait 2 seconds
-Trigger Turn off
-Trigger Destroy
11-21-2004, 11:22 PM#2
Miningjrk
Care to tell us how it is malfunctioning?
11-21-2004, 11:25 PM#3
Guest
You should post the real trigger to get better help. Just copy and paste it.

Select the top of the trigger (Above "Event") and press Ctrl+Shift+C (To copy as text). Then you can post it here. I think it shows better if you put it into the box.
11-22-2004, 03:50 AM#4
Xzarol
Adding Up
Events
Map initialization
Conditions
Actions
Unit Group - Add Castle 0032 <gen> to CastleGroup
Unit Group - Add Castle 0012 <gen> to CastleGroup
Unit Group - Add Castle 0025 <gen> to CastleGroup
Unit Group - Add Castle 0031 <gen> to CastleGroup
Unit Group - Add Castle 0041 <gen> to CastleGroup
Unit Group - Add Castle 0042 <gen> to CastleGroup
Unit Group - Add Castle 0043 <gen> to CastleGroup
Unit Group - Add Castle 0051 <gen> to CastleGroup
Unit Group - Add Castle 0060 <gen> to CastleGroup
Wait 2.00 seconds
Trigger - Destroy (This trigger)


Castle Selector
Events
Player - Player 1 (Red) types a chat message containing -castle as An exact match
Conditions
Actions
Unit - Change ownership of (Random unit from CastleGroup) to (Triggering player) and Change color
Set Castle = (Ownership-changed unit)
Unit Group - Remove Castle from CastleGroup
Wait 0.15 seconds
Trigger - Turn off (This trigger)
Trigger - Destroy (This trigger)

Ok, the problem is this; whenever somebody types -castle, if someone else has gotten the castle that they randomly select it will change users again, leaving the first person castle-less. This should not happen, however, since the second trigger should remove the ownership changed castle from the group.
11-22-2004, 10:06 AM#5
Guest
The only thing I can see wrong would be this

Set Castle = (Ownership-changed unit)

It's only for events triggered by "ownership changed".

Try this
Code:
Castle Selector
Events
Player - Player 1 (Red) types a chat message containing -castle as An exact match
Conditions
Actions
Set Castle = (Random unit from CastleGroup)
Unit - Change ownership of (Castle) to (Triggering player) and Change color
Unit Group - Remove Castle from CastleGroup
Wait 0.15 seconds
Trigger - Turn off (This trigger)
Trigger - Destroy (This trigger)

Hope this works.