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Trigger that periodically adds items to a hero help!

04-22-2006, 09:16 PM#1
JetFangInferno
Trigger:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0104 <gen> is alive) Equal to True
(Real(WeaponFull[0])) Less than 6.00
Collapse Then - Actions
Hero - Create Frag-Fire Cannon and give it to Weapon Tower 0104 <gen>
Set WeaponFull[0] = (WeaponFull[0] + 1)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0105 <gen> is alive) Equal to True
(Real(WeaponFull[1])) Less than 6.00
Collapse Then - Actions
Hero - Create Frag-Fire Cannon and give it to Weapon Tower 0105 <gen>
Set WeaponFull[1] = (WeaponFull[1] + 1)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0118 <gen> is alive) Equal to True
(Real(WeaponFull[2])) Less than 6.00
Collapse Then - Actions
Hero - Create Bombard Cannon and give it to Weapon Tower 0118 <gen>
Set WeaponFull[2] = (WeaponFull[2] + 1)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0119 <gen> is alive) Equal to True
(Real(WeaponFull[3])) Less than 6.00
Collapse Then - Actions
Hero - Create Bombard Cannon and give it to Weapon Tower 0119 <gen>
Set WeaponFull[3] = (WeaponFull[3] + 1)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0101 <gen> is alive) Equal to True
(Real(WeaponFull[4])) Less than 6.00
Collapse Then - Actions
Hero - Create Rocket Cannon and give it to Weapon Tower 0101 <gen>
Set WeaponFull[4] = (WeaponFull[4] + 1)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0102 <gen> is alive) Equal to True
(Real(WeaponFull[5])) Less than 6.00
Collapse Then - Actions
Hero - Create Frag-Fire Cannon and give it to Weapon Tower 0102 <gen>
Set WeaponFull[5] = (WeaponFull[5] + 1)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0103 <gen> is alive) Equal to True
(Real(WeaponFull[6])) Less than 6.00
Collapse Then - Actions
Hero - Create Frag-Fire Cannon and give it to Weapon Tower 0103 <gen>
Set WeaponFull[6] = (WeaponFull[6] + 1)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0116 <gen> is alive) Equal to True
(Real(WeaponFull[7])) Less than 6.00
Collapse Then - Actions
Hero - Create Bombard Cannon and give it to Weapon Tower 0116 <gen>
Set WeaponFull[7] = (WeaponFull[7] + 1)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0117 <gen> is alive) Equal to True
(Real(WeaponFull[8])) Less than 6.00
Collapse Then - Actions
Hero - Create Bombard Cannon and give it to Weapon Tower 0117 <gen>
Set WeaponFull[8] = (WeaponFull[8] + 1)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Weapon Tower 0100 <gen> is alive) Equal to True
(Real(WeaponFull[9])) Less than 6.00
Collapse Then - Actions
Hero - Create Rocket Cannon and give it to Weapon Tower 0100 <gen>
Set WeaponFull[9] = (WeaponFull[9] + 1)
Collapse Else - Actions
Do nothing

how come this doesn't work???? the "weaponfull" is the number of items in the inventory so that i can check when a unit's inventory is full. however, the trigger never takes place! can someone check this? the weaponfull + 1 is to increase the number of items in the inventory once the unit recieved the item. how come this doesnt work?

Edited by Blade.dk. Reason: Trigger tags.
04-22-2006, 09:20 PM#2
Earth-Fury
Im sorry, im incapable of responding to posts that dont wrap triggers in [trigger tags. Read the rules, stickeys, and FAQ please...

But that aside,

Post the whole trigger please.... (events and conditions included) (IN TRIGGER TAGS >_>)
04-22-2006, 09:23 PM#3
Captain Griffen
1) Arrays start at 1, at least in GUI.
2) Why do you convert it to real? Why not compare as an integer, that is completely unneeded.

Quote:
however, the trigger never takes place!

If that is true, then the problem is in the events/conditions, and we can't troubleshoot what we can't see.