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These triggers act like they don't exsist...

02-10-2007, 04:27 AM#1
Nazra7
Sorry for making 3 topics about items but this is something diffrent... This day has been pretty hectic with world editor. I'm having probelms with triggers that have the events 'A unit aquires/loses an item'. They act like they don't exsist! I have maybe over 200 triggers in my map now, I don't know if there is a trigger limit or what. Or if it's that even or if I just wrote the triggers incorectly.

Here is the first trigger I am having trouble with, It is supposed to tell when a unit picks up a miscellanious item type that item will become the unit's weapon which all of my custom weapons are miscellanious. And it's supposed to drop the item if the variable is true. meaning the weapon is already equiped (from Rao's tutorial.):

Trigger:
Collapse Events
Unit - A unit Acquires an item
Collapse Conditions
(Item-class of (Item being manipulated)) Equal to Miscellaneous
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
weaponequiped[(Player number of (Owner of (Triggering unit)))] Equal to False
Collapse Then - Actions
Set weaponequiped[(Player number of (Owner of (Triggering unit)))] = True
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
weaponequiped[(Player number of (Owner of (Triggering unit)))] Equal to True
Collapse Then - Actions
Trigger - Turn off Untitled Trigger 052 <gen>
Hero - Drop (Item being manipulated) from (Hero manipulating item)
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: This hero already h...
Wait 0.01 game-time seconds
Trigger - Turn on Untitled Trigger 052 <gen>
Else - Actions

well, when the hero picks up a misc item and picks up another misc item nothing happens... I'm using 8 arrays for each player because each player can only have 1 hero.

and these triggers do nothing aswell (there is a similar trigger for each weapon type but I will only display the swords. They are exactly alike except for the item bonus and item itself.):

Trigger:
Collapse Events
Unit - A unit Acquires an item
Collapse Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Item-type of (Item being manipulated)) Equal to Twigy Sword
(Item-type of (Item being manipulated)) Equal to Smithy Sword
(Item-type of (Item being manipulated)) Equal to Knight Sword
(Item-type of (Item being manipulated)) Equal to Ice Kwak Blade
(Item-type of (Item being manipulated)) Equal to Fire Kwak Blade
(Item-type of (Item being manipulated)) Equal to Earth Kwak Blade
Collapse Actions
Advanced - For (Owner of (Hero manipulating item)) Decrease attack rate for all units that use the Human Upgrade Set 1 by 0.10
Advanced - For (Owner of (Hero manipulating item)) Decrease move rate for all units that use the Human Upgrade Set 1 by 50

the above trigger is supposed to be for the item's bonus for it's weapon type alone. It has functions from WEU. I made it say OR so that it should have executed if either of those weapons where picked up. This trigger is to strengthen a certain class who equiped it. (class bonus for certain weapons)
Trigger:
Collapse Events
Unit - A unit Acquires an item
Collapse Conditions
(Unit-type of (Hero manipulating item)) Equal to Iop
Collapse Actions
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
(Item-type of (Item being manipulated)) Equal to Twigy Sword
(Item-type of (Item being manipulated)) Equal to Smithy Sword
(Item-type of (Item being manipulated)) Equal to Knight Sword
(Item-type of (Item being manipulated)) Equal to Ice Kwak Blade
(Item-type of (Item being manipulated)) Equal to Fire Kwak Blade
(Item-type of (Item being manipulated)) Equal to Earth Kwak Blade
Collapse Then - Actions
Advanced - For (Triggering unit) Increase damage by 200
Else - Actions
and this trigger is supposed to increase your attack power if you have a certain weapon skill variable equal to true. ( Weapon skill bonus) :
Trigger:
Collapse Events
Unit - A unit Acquires an item
Collapse Conditions
swordskill[(Player number of (Owner of (Hero manipulating item)))] Equal to True
Collapse Actions
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
(Item-type of (Item being manipulated)) Equal to Twigy Sword
(Item-type of (Item being manipulated)) Equal to Smithy Sword
(Item-type of (Item being manipulated)) Equal to Knight Sword
(Item-type of (Item being manipulated)) Equal to Ice Kwak Blade
(Item-type of (Item being manipulated)) Equal to Fire Kwak Blade
(Item-type of (Item being manipulated)) Equal to Earth Kwak Blade
Collapse Then - Actions
Advanced - For (Triggering unit) Increase damage by 600
Else - Actions

NONE of these triggers or anything simmilar works! Am I writing the triggers incorrectly?? I won't accept "I don't know." for an answer. There has to be some reason.... I hope you WE experts might know what's up.

Thanks in advance.
02-10-2007, 05:41 AM#2
Feroc1ty
One thing i noticed through out triggering of my life time, is that item class "Misc." does not work properly. Just change it to something else and it will be fine.

EDIT: For others - I do not use WEU, and cannot respond to any questions. Stick with the 'ole WE and you'll be fine.
02-10-2007, 05:50 AM#3
Pheonix-IV
Misc doesn't work as an item type comparison. I don't know why, but it doesn't.

As for your other triggers. I'd guess it's because your using WEU trigs. For the short time i used it, they never worked for me.
02-10-2007, 07:30 AM#4
Nazra7
Well, how can I change the attack range, damage, and speed, and movement speed with normal world editor? And thanks for pointing out to me that misc doesn't work.
02-10-2007, 08:11 AM#5
Pyrogasm
Make a new trigger with the WEU function in question, convert it to custom text, and implement the relevant lines of code in normal WE with a custom script.
02-10-2007, 10:47 AM#6
Vexorian
That's kind of pretty lame if you ask.

Most likely you just have to run the enhancer on your map to add the 'advanced triggers'

Since those are bonus mods it should also add the bonus mod abilities.
02-10-2007, 01:08 PM#7
Nazra7
I fixed it no worries... it all works now thank you guys.