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some bugs

04-18-2006, 01:05 AM#1
kaldoreielf
Ive ran into a few bugs in my map; whenever you summon a unit, it must go to player 6 (oranges) control, but it doesnt, heres my trigger:
Trigger:
WestSideSummon
Collapse Events
Unit - A unit Spawns a summoned unit
Collapse Conditions
(Owner of (Summoned unit)) Equal to (Random player from (All allies of Player 6 (Orange)))
Collapse Actions
Unit - Change ownership of (Summoned unit) to Player 6 (Orange) and Change color
Unit - Order (Summoned unit) to Attack-Move To (Center of EastSide <gen>)


and my other bug is that whenever I summon a unit, based off of a tree unit on the Night Elfs (Tree of life, Ancient of War, Ancient of Wind, etc) it starts building it, ive tried the following trigger, but nothing works...
Trigger:
GreenSummons
Collapse Events
Unit - A unit Spawns a summoned unit
Collapse Conditions
Collapse Or - Any (Conditions) are true
Conditions
(Unit-type of (Summoned unit)) Equal to Thorned Tree
(Unit-type of (Summoned unit)) Equal to Ancient Tree
(Unit-type of (Summoned unit)) Equal to Spirit Tree
(Unit-type of (Summoned unit)) Equal to War Tree
(Unit-type of (Summoned unit)) Equal to Wonder Tree
Collapse Actions
Animation - Play (Summoned unit)'s stand animation

Can someone help?
04-18-2006, 01:44 AM#2
Vuen
Yeah. In the first, you're picking a player at random and seeing if it happens to be the owner of the summoned unit. Obviously this will only work by chance.

Instead, use boolean and say owner of summoned unit is in (allies of orange).

For the second trigger, you need to actually put the conditions under the Or.


Trigger:
GreenSummons
Collapse Events
Unit - A unit Spawns a summoned unit
Collapse Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Unit-type of (Summoned unit)) Equal to Thorned Tree
(Unit-type of (Summoned unit)) Equal to Ancient Tree
(Unit-type of (Summoned unit)) Equal to Spirit Tree
(Unit-type of (Summoned unit)) Equal to War Tree
(Unit-type of (Summoned unit)) Equal to Wonder Tree
Collapse Actions
Animation - Play (Summoned unit)'s stand animation
04-18-2006, 01:51 AM#3
Earth-Fury
Trigger:
WestSideSummon
Collapse Events
Unit - A unit Spawns a summoned unit
Collapse Conditions
(Owner of (Summoned unit)) Equal to (Random player from (All allies of Player 6 (Orange)))
Collapse Actions
Unit - Change ownership of (Summoned unit) to Player 6 (Orange) and Change color
Unit - Order (Summoned unit) to Attack-Move To (Center of EastSide <gen>)

(Owner of (Summoned unit)) Equal to (Random player from (All allies of Player 6 (Orange)))

It will work. 1/number of allys orange has times. Your comparing player to player, not "is player in force".

Trigger:
GreenSummons
Collapse Events
Unit - A unit Spawns a summoned unit
Collapse Conditions
Collapse Or - Any (Conditions) are true
Conditions
(Unit-type of (Summoned unit)) Equal to Thorned Tree
(Unit-type of (Summoned unit)) Equal to Ancient Tree
(Unit-type of (Summoned unit)) Equal to Spirit Tree
(Unit-type of (Summoned unit)) Equal to War Tree
(Unit-type of (Summoned unit)) Equal to Wonder Tree
Collapse Actions
Animation - Play (Summoned unit)'s stand animation

Seems like all of your conditions are not in the "or".
04-18-2006, 01:52 AM#4
Vuen
Looks like I beat you to it
04-18-2006, 04:59 AM#5
kaldoreielf
what do you mean they arent in the "or"? Can you remake the trigger to show me what you mean....
04-18-2006, 05:23 AM#6
Vuen
I already have!
04-18-2006, 06:00 AM#7
kaldoreielf
ok, well its done now. I have got 2 more problems.
At the start you have to choose your deck, while doing it you can also get cards, and summon them, before the game starts. How can I disable all the summons/spells etc. until the game starts?

The other problem was that I want to set the card holders mana to 5 when the game starts (after the 40 second period) but I don't know how too, seeing as all the card holders are created via triggers at the start.

EDIT: another problem, I set my card holders health to:
Stats - Hit Point Maximum 200

but it has like 675 health and I set its mana to:

Stats - Mana Maximum 200

and it has like 300 mana, wtf is wrong?
04-18-2006, 07:52 AM#8
Earth-Fury
allow me to guess, their initial life is 475, and inital mana is 100?

Store the card holders in global variables so that you can refer to them later.

Pause the card holders? =/ or order them to stop whenever orderd to use an item/ability/whatever triggers your cards?
04-19-2006, 06:31 AM#9
kaldoreielf
How do I make it so they have 200HP and 200 mana?
04-19-2006, 08:01 AM#10
BBDino
As far as i am aware, you cannot set maximum health and mana with triggers
04-19-2006, 09:36 AM#11
Earth-Fury
Quote:
Originally Posted by BBDino
As far as i am aware, you cannot set maximum health and mana with triggers

You can with bonus mod.

And you can set a handycap for a specific player. (% health on ALL units owned by a specific player)
04-19-2006, 10:01 AM#12
BBDino
Bonus mod uses item abilities doesn't it? I've never really used it :P
04-19-2006, 05:01 PM#13
Tim.
Yes it does.
04-20-2006, 05:34 AM#14
kaldoreielf
ahh..... so how can I make it have 200HP and 200 mana? I mean you can do it with normal units...
04-20-2006, 05:59 AM#15
Earth-Fury
edit it in the object editor? =/ but if you mean at runtime, find a copy of bonus mod and add it to your map.