| 10-24-2006, 02:37 AM | #2 |
Maybe the trigger is picking units it shouldn't. debug it all, add a -game message- action once a while, specially in the loops. u know, like; Trigger: ![]() Game - Display to (All players) the text: string(name of (picked unit))![]() Game - Display to (All players) the text: string(name of (Caster))![]() Game - Display to (All players) the text: string(position of (Caster))![]() Game - Display to (All players) the text: string(integer(life of(Caster)))there u can realize what's wrong. (i hope i did write it all ok.) ![]() |
| 10-24-2006, 07:10 AM | #3 |
K sweet.. I'll do that when I have time and reply with results. Ty. |
| 10-26-2006, 12:44 AM | #4 |
Ok I ran a test, here are the results: 4 units in temp group, 25 hp each, 207 total 5 units in temp group, 6 hp each, 2 extra hp for 1 unit, 207 hp total 3 units in temp group, 2 hp each, 2 extra hp for 1 unit, 207 hp total 5 units in temp group, 11 hp each, 4 extra hp for 1 unit, 207 hp total 4 units in temp group, 24 hp each, 2 extra hp for 1 unit, 207 hp total 3 units in temp group, 27 hp each, 1 extra hp for 1 unit, 207 hp total 1 units in temp group, 76 hp each, 41 spilled amongst units, 243 hp total At the end of this, I have one guy left at 55 hp, nowhere near 243. (max hp of the unit type is 100). How can total hp be 243 when it isn't? the trigger I used to check the amount of total hp was this: Trigger: Perhaps that problem is with the spilling health part of the trigger? It still doesn't prove why it kills all of the units in certain instances... Hope this helps someone understand it more, because it only serves to confuse me more, lol . |
| 10-26-2006, 01:07 AM | #5 |
in your else options, get rid of the Trigger: Do Nothingabove your Unit groups put Trigger: Custom script: set bj_wantDestroyGroup = true |
| 10-26-2006, 07:18 AM | #6 |
K sweet thanks. Any other opinions on how to clean up the trigger, or make it work properly would be greatly appreciated. |
| 10-30-2006, 03:52 AM | #7 |
Sorry to have to bump this, but I really need some help getting this trigger to work properly. Thanks. |
| 10-30-2006, 05:47 AM | #8 |
I'm not quite sure about what you want help with? Are you "fusing" units together? |
| 10-30-2006, 09:03 AM | #9 |
What exactly is this spell supposed to do? It's too complecated to work out without WE or investing more time than i have. |
| 10-30-2006, 09:20 AM | #10 |
you can make totalhealth an real variable so you dont have to convert it to integer |
| 10-31-2006, 06:18 AM | #11 |
Basically what the ability is mean to do is kill the caster distributing their health they had as health amongst allies, where the total health is conserved. Ie: I have 1 guy at 100 hp and 2 at 50 hp. I order the unit at 100 hp to cast this spell, he will die, and the other two units are at 100 hp each. (Health before [100+50+50] = health after [100 + 100]. Other than perhaps problems with the working of this health distribution that I might have missed, the main problem is when getting more than one unit to cast it at the same time. No unit is meant to cast the ability if there is noone under 100 hp (full health) to heal. Sometimes it works (usually when like 4 or under units), sometimes all units cast it and all blow up. (healing... who?) I did a test, and with text messages, it said for the total health, that it was all there, when I had only one unit left(with a fraction of that hp), So.. I hope that clears some things up, lol. |
| 11-01-2006, 08:21 AM | #12 |
u know.. if u order a unit to cast detonate, it won't stop no matter what your trigger says. Cuz the event is - unit starts the effect... i wouldn't use Detonate ability but.. if the unit shouldn't cast it, create another trigger to stop him. use the - unit begins casting - event. then order him to stop immediately, no waits. edit: btw, consider that the Pick action may be picking the casting unit too. |
| 11-03-2006, 02:24 AM | #13 |
I didn't base the ability of detonate, I based it off 'Roar'. Also, I tried to eliminate the caster from the selected units, and I don't think he is in any of the groups... So... I really don't know what to do, lol. |
| 11-03-2006, 02:43 AM | #14 | |
Quote:
maybe... save the trigger, the spell, everything. then create slowly all over again. and remember the messages actions, to know what's coming on inside the trigger. testing that way surely u'll find where the trigger is failing and then u'll go back to the original one as a new man with no mistakes(?). |
| 11-04-2006, 01:22 AM | #15 | |
Quote:
|
