| 01-29-2007, 07:45 PM | #2 |
Don't use random player. Use "Boolean > Player Group - Is Player in Group > Owner of Unit > Triggering Unit" |
| 01-29-2007, 07:46 PM | #3 |
No idea what the problem is? anyways why are you making claws of attack flag for team 1, and crown for team 2? There is a flag item, and it adds a flag spec effect to the unit too. |
| 01-29-2007, 07:46 PM | #4 |
Aren't the waits interfering with the unit..After the wait the unit source is lost and is nulled |
| 01-29-2007, 07:55 PM | #5 |
Triggering Unit is not lost, only Casting Unit and Target Unit of Ability Being Cast. The wait is there because the event fires before the unit acquires the item. It then waits so that unit has the item, and then drops it. |
| 01-29-2007, 08:35 PM | #6 |
Your problem is what Ammorth said. You are checking if the Players is equal to a random player selected from team[1] which means it will only work about 20% of the time. I don't use GUI, but there should be a boolean to check exactly what Ammorth said. The wait is not a problem. |
| 01-29-2007, 08:42 PM | #7 |
Instead of Trigger: Conditions
![]() (Owner of (Entering unit)) Equal to (Random player from Team[1])Use: Trigger: Conditions
![]() ((Owner of (Triggering unit)) is in Team[1]) Equal to True |
| 01-30-2007, 02:15 PM | #8 |
Okay thanks guys i gotta go fix it ^^ |
| 01-30-2007, 04:18 PM | #10 |
Its because your using Matching item in some conditions. Never use Matching unit/item/player or Picked unit/player in a triggers condition, it will not work, you can only use matching unit/item/player when you use the actions condition same with picked unit/player. If you want to refer a item from a event, in your case A unit Acquires an item, use Manipulated Item, thats practically Triggering Item. |
| 01-30-2007, 04:51 PM | #11 |
THANK YOU!! it worked! :) As i said before you deserves +rep |
