So basically at start of map I set unit to unit group marines and it works for level 1...but it won't work for level 2. I tried resetting the unit to group at the end of level 1 just to see if it was doing something weird.. no luck. I tried changing the point to a region and still nothing. The trigger isnt fully written, but it should at the very least do the first simple task of creating a blocker... so my conclusion is that the event isn't triggering... and I dont fully understand why. Anyone has any thoughts?
Spawn 2
Events
Unit - (Unit 1 from Marines) Enters within 2.0 of Level 2 Point
Local Variables
Portal 2 = false <Boolean>
Portal 3 = false <Boolean>
Portal 4 = false <Boolean>
Portal 1 = false <Boolean>
Conditions
Actions
Unit - Create 1 Psionic Unit for player 1 at ProbeBlock using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Blocker
Unit - Turn (Unit 1 from Blocker) Invulnerable state On
Trigger - Turn Level twoTeleport On
Unit - Create 1 Probe Portal for player 15 at L2DL using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Probe Portals
Variable - Set Portal 1 = true
Unit - Create 1 Probe Portal for player 15 at L2DR using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Probe Portals
Variable - Set Portal 2 = true
You can just ignore the rest...--
Unit - Create 1 Probe Portal for player 15 at L2UL using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Probe Portals
Variable - Set Portal 3 = true
Unit - Create 1 Probe Portal for player 15 at L2UR using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Probe Portals
Variable - Set Portal 4 = true
General - While (Conditions) are true, do (Actions)
Conditions
(Convert Boolean To Integer(Portal 1)) == 1
Actions
General - Wait 5.0 Real Time seconds
Unit - Create 1 Probe for player 15 at L2DL using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to EnemyUnit
Unit - Order all units in EnemyUnit to ( Scan-Move targeting Level 2 Point) (Replace Existing Orders)
Trigger - Turn (Current trigger) Off
General - If (Conditions) then do (Actions) else do (Actions)
If
(All units in (Probe Portal units in L2 Move owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most 4) are dead) == false
Then
General - Wait for (Conditions), checking every 5.0 Real Time seconds
Conditions
(All units in (Probe Portal units in L2 Move owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most 4) are dead) == true
Unit - Kill (Closest unit to ProbeBlock in (Psionic Unit units in (Entire map) owned by player 1 matching No Unit Filter, with at most Any Amount))
Unit - Kill (Closest unit to Level2 Teleport in (Teleport to fight! (Terran Small) units in (Entire map) owned by player 1 matching No Unit Filter, with at most Any Amount))
Trigger - Turn Level twoTeleport Off
Else
[/quote]
@ConflictZero: just an FYI, if you want to find out for sure whether or not a trigger is actually triggering to find out if it's the Event or the Action causing the problem, make the first action a Debug - which will have it tell you if the trigger goes off. Makes it a lot easier when you know where to go from.
As for the actual problem.. I'm not sure, but one thing I will say is I find unit groups to be very, very finicky, especially when used as events and when using a value. For example on a map I have, I have an 'inactive' trigger to remove units if the player isn't in the game. And I used Unit Group to remove them. I duplicated the trigger 6 times for 6 players. It's set to kill all units owned by the specific player if they aren't in the active players list.
They're all set up properly. The interesting thing is it's completely random in what it kills. For example, for player 2, it ALWAYS kills 3 units (each time has 5. A raven, 3 ghosts, and a bunker). Always the Raven and 1 ghost. Same with player 6. But then player 3 and 4, it leaves the Raven alive, and kills two ghosts. Then for player 5, it kills everything but the bunker. It's literally the exact same action, and it's definitely set up right for each.
My point being, either Unit Groups are bugged, or not fully implemented, or just finicky. So my suggestion is to first of all put in a Debug action to find out whether it's the action or the event that's creating problems, and then if it's the event, perhaps change it (any unit enters region, then put a comparison to find out the owner of the unit or the unit type or whatever. Even if you have to use a unit group for this part, I haven't seen problems with them in Conditions personally)
I am retarded! So basically I was having issues with the load time and setting unit groups at map start up so I turned off the trigger initially to allow it time to set unit groups (Which seems to be required otherwise any unit will trigger these events, and since I have beacons there it goes off at map start up). I created a turn on trigger after the first blocker is killed and forgot about it. Needless to say the problem is solved. Thanks for the info on the unit groups though.
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So basically at start of map I set unit to unit group marines and it works for level 1...but it won't work for level 2. I tried resetting the unit to group at the end of level 1 just to see if it was doing something weird.. no luck. I tried changing the point to a region and still nothing. The trigger isnt fully written, but it should at the very least do the first simple task of creating a blocker... so my conclusion is that the event isn't triggering... and I dont fully understand why. Anyone has any thoughts?
Spawn 2
Events
Unit - (Unit 1 from Marines) Enters within 2.0 of Level 2 Point
Local Variables
Portal 2 = false <Boolean>
Portal 3 = false <Boolean>
Portal 4 = false <Boolean>
Portal 1 = false <Boolean>
Conditions
Actions
Unit - Create 1 Psionic Unit for player 1 at ProbeBlock using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Blocker
Unit - Turn (Unit 1 from Blocker) Invulnerable state On
Trigger - Turn Level twoTeleport On
Unit - Create 1 Probe Portal for player 15 at L2DL using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Probe Portals
Variable - Set Portal 1 = true
Unit - Create 1 Probe Portal for player 15 at L2DR using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Probe Portals
Variable - Set Portal 2 = true
You can just ignore the rest...
--Unit - Create 1 Probe Portal for player 15 at L2UL using default facing (Ignore Placement) Unit Group - Add (Last created unit) to Probe Portals Variable - Set Portal 3 = true Unit - Create 1 Probe Portal for player 15 at L2UR using default facing (Ignore Placement) Unit Group - Add (Last created unit) to Probe Portals Variable - Set Portal 4 = true General - While (Conditions) are true, do (Actions) Conditions (Convert Boolean To Integer(Portal 1)) == 1 Actions General - Wait 5.0 Real Time seconds Unit - Create 1 Probe for player 15 at L2DL using default facing (Ignore Placement) Unit Group - Add (Last created unit) to EnemyUnit Unit - Order all units in EnemyUnit to ( Scan-Move targeting Level 2 Point) (Replace Existing Orders) Trigger - Turn (Current trigger) Off General - If (Conditions) then do (Actions) else do (Actions) If (All units in (Probe Portal units in L2 Move owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most 4) are dead) == false Then General - Wait for (Conditions), checking every 5.0 Real Time seconds Conditions (All units in (Probe Portal units in L2 Move owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most 4) are dead) == true Unit - Kill (Closest unit to ProbeBlock in (Psionic Unit units in (Entire map) owned by player 1 matching No Unit Filter, with at most Any Amount)) Unit - Kill (Closest unit to Level2 Teleport in (Teleport to fight! (Terran Small) units in (Entire map) owned by player 1 matching No Unit Filter, with at most Any Amount)) Trigger - Turn Level twoTeleport Off Else [/quote]
@ConflictZero: just an FYI, if you want to find out for sure whether or not a trigger is actually triggering to find out if it's the Event or the Action causing the problem, make the first action a Debug - which will have it tell you if the trigger goes off. Makes it a lot easier when you know where to go from.
As for the actual problem.. I'm not sure, but one thing I will say is I find unit groups to be very, very finicky, especially when used as events and when using a value. For example on a map I have, I have an 'inactive' trigger to remove units if the player isn't in the game. And I used Unit Group to remove them. I duplicated the trigger 6 times for 6 players. It's set to kill all units owned by the specific player if they aren't in the active players list.
They're all set up properly. The interesting thing is it's completely random in what it kills. For example, for player 2, it ALWAYS kills 3 units (each time has 5. A raven, 3 ghosts, and a bunker). Always the Raven and 1 ghost. Same with player 6. But then player 3 and 4, it leaves the Raven alive, and kills two ghosts. Then for player 5, it kills everything but the bunker. It's literally the exact same action, and it's definitely set up right for each.
My point being, either Unit Groups are bugged, or not fully implemented, or just finicky. So my suggestion is to first of all put in a Debug action to find out whether it's the action or the event that's creating problems, and then if it's the event, perhaps change it (any unit enters region, then put a comparison to find out the owner of the unit or the unit type or whatever. Even if you have to use a unit group for this part, I haven't seen problems with them in Conditions personally)
Hope this helps
I am retarded! So basically I was having issues with the load time and setting unit groups at map start up so I turned off the trigger initially to allow it time to set unit groups (Which seems to be required otherwise any unit will trigger these events, and since I have beacons there it goes off at map start up). I created a turn on trigger after the first blocker is killed and forgot about it. Needless to say the problem is solved. Thanks for the info on the unit groups though.