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"Unit Enters Region" Trigger Not Working

05-16-2007, 10:10 PM#1
ClichesAreSt00pid
I'm making a map where you have to take control of these control points and when the units come within range nothing happens. I think it's one of my conditions or something.

RSVP!

First to solve the problem will get 1 rep point as a reward ^.^!
Trigger:
CP Capture
Collapse Events
Unit - A unit comes within 149.00 of Control Point 0025 <gen>
Unit - A unit comes within 149.00 of Control Point 0087 <gen>
Unit - A unit comes within 149.00 of Control Point 0094 <gen>
Unit - A unit comes within 149.00 of Control Point 0095 <gen>
Unit - A unit comes within 149.00 of Control Point 0096 <gen>
Unit - A unit comes within 149.00 of Control Point 0101 <gen>
Unit - A unit comes within 149.00 of Control Point 0102 <gen>
Unit - A unit comes within 149.00 of Control Point 0103 <gen>
Unit - A unit comes within 149.00 of Control Point 0105 <gen>
Unit - A unit comes within 149.00 of Control Point 0106 <gen>
Unit - A unit comes within 149.00 of Control Point 0107 <gen>
Unit - A unit comes within 149.00 of Control Point 0110 <gen>
Unit - A unit comes within 149.00 of Control Point 0129 <gen>
Unit - A unit comes within 149.00 of Control Point 0135 <gen>
Unit - A unit comes within 149.00 of Control Point 0136 <gen>
Collapse Conditions
(Unit-type of (Triggering unit)) Equal to Rifleman
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0025 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0025 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0025 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0025 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0087 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0087 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0087 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0087 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0094 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0094 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0094 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0094 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0095 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0095 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0095 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0095 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0096 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0096 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0096 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0096 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0101 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0101 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0101 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0101 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0102 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0102 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0102 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0102 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0103 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0103 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0103 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0103 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0105 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0105 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0105 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0105 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0106 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0106 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0106 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0106 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0107 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0107 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0107 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0107 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0110 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0110 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0110 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0110 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0129 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0129 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0129 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0129 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0135 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0135 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0135 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0135 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering unit) is alive) Equal to True
(Distance between (Position of (Triggering unit)) and (Position of Control Point 0136 <gen>)) Less than or equal to 150.00
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of Control Point 0136 <gen>) is an enemy of (Owner of (Triggering unit))) Equal to True
(Owner of Control Point 0136 <gen>) Equal to Neutral Extra
Collapse Then - Actions
Sound - Play Rescue <gen>
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 3.00 seconds, using a Simple ping of color (50.00%, 100.00%, 50.00%)
Unit - Change ownership of Control Point 0136 <gen> to (Owner of (Triggering unit)) and Change color
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Triggering unit)) matching (((Matching unit) is in AI_Assaulters[1]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[1]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Set TempGroup_Soldiers3 = (Random (Random integer number between 1 and 5) units from (Units within 700.00 of (Position of (Picked unit)) matching (((Matching unit) is in AI_Assaulters[2]) Equal to True)))
Collapse Unit Group - Pick every unit in TempGroup_Soldiers3 and do (Actions)
Collapse Loop - Actions
Unit Group - Remove (Picked unit) from AI_Assaulters[2]
Unit - Order (Picked unit) to Hold Position
Unit - Create 1 AI_RandomCampSpawn[(Random integer number between 1 and 3)] for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by ((Random real number between 0.00 and 300.00), (Random real number between 0.00 and 300.00))) facing Default building facing (270.0) degrees
Custom script: call DestroyGroup (udg_TempGroup_Soldiers3)
Else - Actions
05-16-2007, 11:07 PM#2
hobo
Man that is one freaking huge gui trigger, you have no idea the shitfest that turns into in JASS. It would make you cry
05-16-2007, 11:07 PM#3
Pyrogasm
Well first off... you're leaking 255 locations and 30 groups every time that event triggers.

What is the point of the "((Triggering unit) is alive) Equal to True" condition? How would the unit not be alive?

Aside from that, I didn't see anything glaringly wrong.
05-16-2007, 11:14 PM#4
hobo
Pyrogasm how did you check that over? I find seeing things in that little scroll box to be a bit difficult.
05-16-2007, 11:15 PM#5
Pyrogasm
I'm magical.


Actually, I just have a high tolerence for idiots and helping fix their stuff. And if you'll notice, it's just the same thing 15 times with maybe a couple of lines changed.

Hidden information:
I quoted him and used a text editor. :P
05-16-2007, 11:18 PM#6
Earth-Fury
Quote:
Originally Posted by Pyrogasm
Aside from that, I didn't see anything glaringly wrong.

I just have to comment: A GUI trigger (or any form of script, be it JASS, GUI, or some other way of writing code) that big, for something as simple as that, IS glaringly wrong. It took me a minute to load this page for crying out loud!

Edit: Whoopsy, forgot to mention:
Better describe your problem, and i will try to help you make what you want, without such insanity as that trigger...
05-16-2007, 11:24 PM#7
hobo
Cliches, I admire the work you put into that bigass GUI trigger. If you spend that much time reading the basic JASS tutorials you'll be able to do that trigger 1 billion times EASIER. It will actually take less time in the end. No I mean it... ONE BILLION. You could cut your trigger down to 2/15ths the legenth with one function call. Oh happy day.
Hidden information:

Genuis Pyro Genuis
05-16-2007, 11:43 PM#8
ClichesAreSt00pid
I dunno what to do to make it work >.>. Basicly what I want is when a soldier (as in rifleman unit type) comes within like 150 range of any of the 15 capture points and if it is owned by neutral extra or is an enemy then it will do the functions in the million "then" actions in the above trigger.

I can do some JASS but I dunno what to do.

BTW all you need to read is the first "if then else" statement, not the 15 others needed (all the same basicly).
05-17-2007, 12:20 AM#9
hobo
describe the actions you want to me please,

Events = Unit enters range of control point
( is control point a unit type a rect or what)
Condition = controller of trigger unit is ally of owner of control point = false

actions
-play a sound
-ping map for everyone
- some other stuff
(whats the other stuff) long gui triggers hurt my brain)
05-17-2007, 01:33 AM#10
MercyfulJester
Have you tried it when the owner of CP is neutral and when it is an enemy? I haven't really used Neutral Extra that much, but I think it might have something to do with the problem.

Edit: I'm not even able to set units to Neutral Extra, except with triggers.
05-17-2007, 02:54 AM#11
ClichesAreSt00pid
Quote:
Originally Posted by hobo
describe the actions you want to me please,

Events = Unit enters range of control point
( is control point a unit type a rect or what)
Condition = controller of trigger unit is ally of owner of control point = false

actions
-play a sound
-ping map for everyone
- some other stuff
(whats the other stuff) long gui triggers hurt my brain)
All of the conditions and actions really (except for the is dead one) combined into 1.

Edit: NVM I redid the whole trigger and its working fine.