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Trigger Problem, Units Dying

08-31-2006, 01:19 AM#1
Xzarol
Hey guys, I just posted over at the war3download site my map. The problem with it is some spells that rely on summoned units via triggers are automatically killed. I have no idea why this is happening, and I would appreciate any help. My map is called Legacy Wars (the most recently posted one). I have disabled every other trigger in order to try and solve the problem, yet that doesnt work either. Please, if you have any advice please help me!
08-31-2006, 02:56 AM#2
Alevice
Post the summoning triggers or something.
08-31-2006, 08:09 AM#3
BertTheJasser
Summoning duration<=0.
08-31-2006, 12:15 PM#4
Xzarol
Im not sure if my problem is in just one trigger. For instance, if I disable one trigger that summons a portal and try another trigger, the other still has the same problem. Here is a link to my map. If you play the map and try out 'Cross Slash' from the Samurai in the middle one of the summoned illusions will always die while casting.

http://www.wc3sear.ch/index.php?p=Maps&ID=10057&sid=

If anyone could test this out and find a solution I would give rep and much love! I am so confused =(
08-31-2006, 03:23 PM#5
The)TideHunter(
#1 We need triggers, not a map.
#2 Im not spending 5 minutes opening up the slowest site on earth to test a map.
#3 More info is needed.

Maybe you have a trigger thats something like: A unit is summoned, kill summoned unit?
Or something along those lines.
08-31-2006, 05:41 PM#6
MeanMachine
Quote:
Originally Posted by The)TideHunter(
#2 Im not spending 5 minutes opening up the slowest site on earth to test a map.
QFT.

Back on topic : Check the summoning duration, then check if they aren't purged(or other things that do bonus damage to summons) by something, and if no, post the god damn triggers.
09-01-2006, 04:07 AM#7
Xzarol
This is the trigger I put into the map, which will not work. Take into account that I disable every other trigger after the bug, so I dont think any others are affecting it. Im stumped, and I think the only way I can get help is if someone examines the whole map =/. Anyway here are the triggers.


Trigger:
Cross Base Copy
Collapse Events
Unit - A unit Begins casting an ability
Collapse Conditions
(Ability being cast) Equal to Cross Slash
Collapse Actions
Set Illusionist = (Casting unit)
Unit - Turn collision for Illusionist Off
Special Effect - Create a special effect attached to the chest of (Casting unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.30 seconds
Unit - Hide Illusionist
Unit - Create 1 Illusion (Dummy Unit) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 45.00 degrees) facing Default building facing (270.0) degrees
Unit - Change color of (Last created unit) to Purple
Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 40.00% transparency
Unit Group - Add (Last created unit) to IllussionGroup
Wait 0.05 seconds
Unit - Create 1 Illusion (Dummy Unit) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 135.00 degrees) facing Default building facing (270.0) degrees
Unit - Change color of (Last created unit) to Purple
Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 40.00% transparency
Unit Group - Add (Last created unit) to IllussionGroup
Wait 0.05 seconds
Unit - Create 1 Illusion (Dummy Unit) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 225.00 degrees) facing Default building facing (270.0) degrees
Unit - Change color of (Last created unit) to Purple
Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 40.00% transparency
Unit Group - Add (Last created unit) to IllussionGroup
Wait 0.05 seconds
Unit - Create 1 Illusion (Dummy Unit) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 315.00 degrees) facing Default building facing (270.0) degrees
Unit - Change color of (Last created unit) to Purple
Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 40.00% transparency
Unit Group - Add (Last created unit) to IllussionGroup
Trigger - Run Cross Illusion AI Copy <gen> (ignoring conditions)


Trigger:
Cross Illusion AI Copy
Events
Conditions
Collapse Actions
Collapse Unit Group - Pick every unit in IllussionGroup and do (Actions)
Collapse Loop - Actions
Animation - Change (Picked unit)'s animation speed to 140.00% of its original speed
Unit - Make (Picked unit) face Dark Samurai 0182 <gen> over 0.00 seconds
Unit - Add Air FX to (Picked unit)
Animation - Play (Picked unit)'s Spell animation
Wait 0.60 seconds
Trigger - Turn on Illusion Movement Copy <gen>
Collapse Unit Group - Pick every unit in IllussionGroup and do (Actions)
Collapse Loop - Actions
Animation - Play (Picked unit)'s Attack Slam animation
Wait 0.30 seconds
Trigger - Turn off Illusion Movement Copy <gen>
Special Effect - Create a special effect attached to the origin of Illusionist using war3mapImported\DarkWave.mdx
Special Effect - Destroy (Last created special effect)
Wait 0.20 seconds
Collapse Unit Group - Pick every unit in (Units within 200.00 of (Position of Illusionist)) and do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Picked unit) is A structure) Equal to False
((Picked unit) is A ground unit) Equal to True
((Picked unit) belongs to an ally of (Owner of Summoner)) Equal to False
((Picked unit) belongs to an enemy of (Owner of Dark Samurai 0182 <gen>)) Equal to True
((Picked unit) is alive) Equal to True
((Picked unit) is Magic Immune) Equal to False
Collapse Then - Actions
Unit - Cause Illusionist to damage (Picked unit), dealing (0.00 + (800.00 x (Real((Level of Cross Slash for Illusionist))))) damage of attack type Spells and damage type Normal
Collapse Else - Actions
Do nothing
Special Effect - Create a special effect attached to the chest of Illusionist using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit - Unhide Illusionist
Unit - Turn collision for Illusionist Off
Selection - Select Illusionist for (Owner of Illusionist)
Collapse Unit Group - Pick every unit in IllussionGroup and do (Actions)
Collapse Loop - Actions
Unit - Remove (Picked unit) from the game

Trigger:
Illusion Movement Copy
Collapse Events
Time - Every 0.01 seconds of game time
Conditions
Collapse Actions
Collapse Unit Group - Pick every unit in IllussionGroup and do (Actions)
Collapse Loop - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 5.50 towards (Facing of (Picked unit)) degrees), facing (Facing of (Picked unit)) degrees
09-01-2006, 12:10 PM#8
Xzarol
I forgot to say that the other trigger I noticed acting up was this one. Whenever the portal gets summoned it is immediately closed (unit dies). Keep in mind all other triggers are disabled and these still dont work properly.

Trigger:
Portal Main Copy
Collapse Events
Unit - A unit Spawns a summoned unit
Collapse Conditions
(Unit-type of (Summoned unit)) Equal to Portal (1)
Collapse Actions
Set Portal_Times_Cast = (Portal_Times_Cast + 1)
Set Portal_1[Portal_Times_Cast] = (Summoned unit)
-------- Create Second Portal --------
Unit - Create 1 Portal (2) for (Owner of (Summoning unit)) at ((Position of (Summoning unit)) offset by -200.00 towards (Angle from (Position of Portal_1[Portal_Times_Cast]) to (Position of (Summoning unit))) degrees) facing Default building facing (270.0) degrees
Animation - Play (Last created unit)'s birth animation
Set Portal_2[Portal_Times_Cast] = (Last created unit)
-------- Functions --------
Unit - Add a 45.00 second Generic expiration timer to Portal_1[Portal_Times_Cast]
Unit - Add a 45.00 second Generic expiration timer to Portal_2[Portal_Times_Cast]
Unit - Add Close Portals to Portal_1[Portal_Times_Cast]
Unit - Add Close Portals to Portal_2[Portal_Times_Cast]
Unit - Make Portal_1[Portal_Times_Cast] face Portal_2[Portal_Times_Cast] over 0.00 seconds
Unit - Make Portal_2[Portal_Times_Cast] face Portal_1[Portal_Times_Cast] over 0.00 seconds
Unit - Pause the expiration timer for Portal_1[Portal_Times_Cast]
Unit - Pause the expiration timer for Portal_2[Portal_Times_Cast]
Unit - Set the custom value of Portal_1[Portal_Times_Cast] to Portal_Times_Cast
Unit - Set the custom value of Portal_2[Portal_Times_Cast] to Portal_Times_Cast
Trigger - Run Enable Portals Copy <gen> (ignoring conditions)

Trigger:
Close Portals Copy
Collapse Events
Unit - A unit Begins casting an ability
Unit - A unit Dies
Conditions
Collapse Actions
-------- Close Portal Ability --------
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Close Portals
Collapse Then - Actions
Collapse Unit Group - Pick every unit in (Units in (Playable map area)((Custom value of (Casting unit)) Equal to (Custom value of (Matching unit)))) and do (Actions)
Collapse Loop - Actions
Unit - Kill (Picked unit)
Else - Actions
-------- Close Portal Death --------
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Unit-type of (Dying unit)) Equal to Portal (1)
(Unit-type of (Dying unit)) Equal to Portal (2)
Collapse Then - Actions
Collapse Unit Group - Pick every unit in (Units in (Playable map area)((Custom value of (Dying unit)) Equal to (Custom value of (Matching unit)))) and do (Actions)
Collapse Loop - Actions
Unit - Kill (Picked unit)
Collapse Else - Actions
Do nothing

Trigger:
Enable Portals Copy
Events
Conditions
Collapse Actions
Custom script: local integer udg_Portal_Times_Cast_Dummy
Set Portal_Times_Cast_Dummy = Portal_Times_Cast
Wait 7.00 seconds
Game - Display to (All players matching ((Owner of Portal_1[Portal_Times_Cast_Dummy]) Equal to (Matching player))) the text: |cffffcc00The porta...
Neutral Building - Enable Portal_1[Portal_Times_Cast_Dummy]
Neutral Building - Set Portal_1[Portal_Times_Cast_Dummy] destination to (Position of Portal_2[Portal_Times_Cast_Dummy])
Neutral Building - Enable Portal_2[Portal_Times_Cast_Dummy]
Neutral Building - Set Portal_2[Portal_Times_Cast_Dummy] destination to (Position of Portal_1[Portal_Times_Cast_Dummy])
Special Effect - Create a special effect at (Position of Portal_1[Portal_Times_Cast_Dummy]) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of Portal_2[Portal_Times_Cast_Dummy]) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Unit - Unpause the expiration timer for Portal_1[Portal_Times_Cast_Dummy]
Unit - Unpause the expiration timer for Portal_2[Portal_Times_Cast_Dummy]
09-01-2006, 06:10 PM#9
BertTheJasser
Is the "Close Portal" casted by a portal? If not the, the mistakes lies in the 2nd trigger where you pick all units that have the same custom value us the casting unit, as this will have the result, when the casting unit gets picked, it will be killed itself.