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Hmm, multiple jumps not working? why is this

10-04-2006, 04:48 AM#1
Fr0zenLord
Hmm, I have begun to make multiple jumpers in my map (Triggered off a unit, when you walk over)
Skip through most of this
Problem...

This works fine...
Trigger:
Small Actual setup
Collapse Events
Unit - A unit Finishes training a unit
Conditions
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Unit-type of (Trained unit)) Equal to Short Jumper
Collapse Then - Actions
Trigger - Add to Small Jumper Begin <gen> the event (Unit - A unit comes within 95.00 of (Trained unit))
Else - Actions
Trigger:
Small Anti Jump
Collapse Events
Unit - A unit Dies
Conditions
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Dying unit) is Undead) Equal to True
Collapse Then - Actions
Trigger - Turn off Short Jumper <gen>
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Dying unit) is Plagued) Equal to True
Collapse Then - Actions
Trigger - Turn off Medium Jumper <gen>
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Dying unit) is Resistant) Equal to True
Collapse Then - Actions
Trigger - Turn off Long Jumper <gen>
Else - Actions

Trigger:
Small Jump Prot
Collapse Events
Unit - A unit Dies
Collapse Conditions
(Unit-type of (Dying unit)) Equal to Fr0zen Escaper
Collapse Actions
Animation - Change (Dying unit) flying height to 1.00 at 500.00

Trigger:
Short Jumper
Collapse Events
Time - Every 0.03 seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to 12, do (Actions)
Collapse Loop - Actions
Set PooterMAN_Copy_3 = (Position of AAUnit[(Integer A)])
Set PooterMAN_Copy_4 = (Position of AAUnit[(Integer A)])
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(AAUnit[(Integer A)] is alive) Equal to True
(AAUnit[(Integer A)] is Undead) Equal to True
Collapse Then - Actions
Set PooterMAN_Copy_5 = (PooterMAN_Copy_4 offset by 7.00 towards (Facing of AAUnit[(Integer A)]) degrees)
Unit - Move AAUnit[(Integer A)] instantly to PooterMAN_Copy_5
Custom script: call RemoveLocation(udg_PooterMAN_Copy_5)
Else - Actions
Custom script: call RemoveLocation(udg_PooterMAN_Copy_3)
Custom script: call RemoveLocation(udg_PooterMAN_Copy_4)

Trigger:
Jump Turn
Collapse Events
Unit - A unit Is issued an order targeting a point
Conditions
Collapse Actions
Set Location_Copy_68 = (Target point of issued order)
Set Location_Copy_69 = (Position of (Triggering unit))
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
((Triggering unit) is Undead) Equal to True
((Triggering unit) is Resistant) Equal to True
((Triggering unit) is Plagued) Equal to True
Collapse Then - Actions
Unit - Make (Triggering unit) face Location_Copy_68 over 0.00 seconds
Else - Actions
Custom script: call RemoveLocation(udg_Location_Copy_69)
Custom script: call RemoveLocation(udg_Location_Copy_68)

That all works, its exactly perfect...

However!

This works,
Trigger:
Long Actual Setup
Collapse Events
Unit - A unit Finishes training a unit
Conditions
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Unit-type of (Trained unit)) Equal to Long Jumper
Collapse Then - Actions
Trigger - Add to Long Jumper Begin <gen> the event (Unit - A unit comes within 95.00 of (Trained unit))
Else - Actions

Trigger:
Long Jumper Begin
Events
Collapse Conditions
(Unit-type of (Triggering unit)) Equal to Fr0zen Escaper
((Triggering unit) is Plagued) Equal to False
((Triggering unit) is Undead) Equal to False
((Triggering unit) is Resistant) Equal to False
Collapse Actions
Unit - Add Storm Crow Form to (Triggering unit)
Trigger - Turn on Long Jumper <gen>
Unit - Remove classification of Mechanical from (Triggering unit)
Unit - Add classification of Resistant to (Triggering unit)
Animation - Change (Triggering unit) flying height to 250.00 at 200.00
Wait 1.00 seconds
Animation - Change (Triggering unit) flying height to 1.00 at 200.00
Wait 1.00 seconds
Unit - Add classification of Mechanical to (Triggering unit)
Unit - Remove classification of Resistant from (Triggering unit)
Unit - Remove Storm Crow Form from (Triggering unit)

That all works also, THE problem is...

THIS

Trigger:
Long Jumper
Collapse Events
Time - Every 0.03 seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to 12, do (Actions)
Collapse Loop - Actions
Set Jumpers[2] = (Position of AAUnit[(Integer A)])
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(AAUnit[(Integer A)] is alive) Equal to True
(AAUnit[(Integer A)] is Resistant) Equal to True
(AAUnit[(Integer A)] is Undead) Equal to False
(AAUnit[(Integer A)] is Plagued) Equal to False
Collapse Then - Actions
Set Jumpers[3] = (Jumpers[2] offset by 30.00 towards (Facing of AAUnit[(Integer A)]) degrees)
Unit - Move AAUnit[(Integer A)] instantly to Jumpers[3]
Custom script: call RemoveLocation(udg_Jumpers[3])
Else - Actions
Custom script: call RemoveLocation(udg_Jumpers[2])

It.. is... the... only..Thing... that... doesnt.. work!, I have no idea why, its suppost to set Point = Point offset by 30 towards blah blah
However, When I go over this jump, everything else but this activates,
Like my guy goes up in the air, he can walk over death terrain, he cant be killed by monsters, But, I can walk, I can walk normally, but in air:/ I dont see a problem, but there is? can anyone help?


- Dont suppose it could be with the classifications I picked (Plagued, Resistant)