HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Bloody GUI skipping triggers

09-18-2007, 06:59 PM#1
teddybear
I have problem with one of the spells i created:

Trigger:
Crap
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Rage Lord's Call [T]
(Level of Thunder Rages for (Triggering unit)) Equal to 1
Collapse Actions
Collapse For each (Integer A) from 1 to 3, do (Actions)
Collapse Loop - Actions
Unit - Create 1 effect-light [4] for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
Animation - Change (Last created unit)'s size to ((260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%) of its original size
Wait 0.25 seconds
Unit - Remove Thunder Rages from (Triggering unit)
Unit - Create 1 Rage Lord's Call for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
Set RLC[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 65.00% transparency
Animation - Change (Last created unit)'s size to ((10.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 3.00))%, (10.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 3.00))%, (10.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 3.00))%) of its original size
Collapse For each (Integer A) from 1 to 3, do (Actions)
Collapse Loop - Actions
Unit - Create 1 effect-light [4] for Neutral Passive at (Position of RLC[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
Animation - Change (Last created unit)'s size to ((260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%) of its original size
Wait 0.25 seconds
Collapse For each (Integer A) from 1 to 4, do (Actions)
Collapse Loop - Actions
Collapse Unit Group - Pick every unit in (Random 1 units from (Units within 1300.00 of (Position of RLC[(Player number of (Owner of (Triggering unit)))]) matching (((Matching player) is an enemy of (Owner of (Triggering unit))) Equal to True))) and do (Actions)
Collapse Loop - Actions
Unit - Make RLC[(Player number of (Owner of (Triggering unit)))] face (Picked unit) over 0.00 seconds
Animation - Play RLC[(Player number of (Owner of (Triggering unit)))]'s spell animation
Unit - Create 1 effect-light [35] for Neutral Passive at (Position of (Picked unit)) facing Default building facing degrees
Wait 0.80 seconds
Unit - Create 1 effect-light [33] for Neutral Passive at (Position of (Picked unit)) facing Default building facing degrees
Set CH_Group = (Units within 380.00 of (Position of (Picked unit)) matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True))))
Collapse Unit Group - Pick every unit in CH_Group and do (Actions)
Collapse Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Level of Rage Lord's Call [T] for (Triggering unit)))) x ((Real(Spell_Damage[(Player number of (Owner of (Triggering unit)))])) + 8.00)) damage of attack type Spells and damage type Normal
Custom script: call DestroyGroup(udg_CH_Group)
Wait 1.20 seconds
Wait 1.20 seconds
Collapse For each (Integer A) from 1 to 3, do (Actions)
Collapse Loop - Actions
Unit - Create 1 effect-light [4] for Neutral Passive at (Position of RLC[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
Animation - Change (Last created unit)'s size to ((260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%) of its original size
Wait 0.25 seconds
Unit - Remove RLC[(Player number of (Owner of (Triggering unit)))] from the game
Collapse For each (Integer A) from 1 to 3, do (Actions)
Collapse Loop - Actions
Unit - Create 1 effect-light [4] for Neutral Passive at (Position of RLC[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
Animation - Change (Last created unit)'s size to ((260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%) of its original size
Wait 0.25 seconds


This trigger supporsed to create some effects then creat a unit that will blast 1 random unit withn 1300 range of it 4 times and then create some specical effects and remove this unit.

my problem is thats skipping the blast part of the trigger:

Trigger:
For each (Integer A) from 1 to 4, do (Actions)
Collapse Loop - Actions
Collapse Unit Group - Pick every unit in (Random 1 units from (Units within 1300.00 of (Position of RLC[(Player number of (Owner of (Triggering unit)))]) matching (((Matching player) is an enemy of (Owner of (Triggering unit))) Equal to True))) and do (Actions)
Collapse Loop - Actions
Unit - Make RLC[(Player number of (Owner of (Triggering unit)))] face (Picked unit) over 0.00 seconds
Animation - Play RLC[(Player number of (Owner of (Triggering unit)))]'s spell animation
Unit - Create 1 effect-light [35] for Neutral Passive at (Position of (Picked unit)) facing Default building facing degrees
Wait 0.80 seconds
Unit - Create 1 effect-light [33] for Neutral Passive at (Position of (Picked unit)) facing Default building facing degrees
Set CH_Group = (Units within 380.00 of (Position of (Picked unit)) matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True))))
Collapse Unit Group - Pick every unit in CH_Group and do (Actions)
Collapse Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Level of Rage Lord's Call [T] for (Triggering unit)))) x ((Real(Spell_Damage[(Player number of (Owner of (Triggering unit)))])) + 8.00)) damage of attack type Spells and damage type Normal
Custom script: call DestroyGroup(udg_CH_Group)
Wait 1.20 seconds

and just creating the unit and deleting it...what craped here?
09-18-2007, 07:21 PM#2
botanic
you never tell the unit to do anything you jsut create a few units and move them then do some damage
09-19-2007, 03:17 AM#3
teddybear
what are you meaning?

look at the skipped trigger,pick up 1 random unit withn 1300 range,play *blasting unit's* spell animation and face the picked unit,then creat 2 units that used to creat specical effects and the last is pick up every unit withn 390 of picked unit and issue order triggering unit to damage those picked group.

its supporsed to work no?
do i have here somthing missed?
09-19-2007, 04:01 AM#4
botanic
I bet ya "(((Matching player) is an enemy of (Owner of (Triggering unit))) Equal to True)))" is the problem

it should be

"(((Matching unit) is owned by enemy of(owner of triggering unit) Equal to True)))"
09-19-2007, 11:35 AM#5
teddybear
loool how could i miss that~!?

thanks!
cant give rep yet but i will do that when i will be able ^^