@SouLCarveRR: GoNo need to be so condescendant.
"Your telling your trigger to run with out checking conditions.... Why?"
Because conditions have been already checked.
"I bet if you use a local variable for the random integer and set it = 1 for an initial value I bet you dont have this problem. Your Global Region Variables there may also be an issue if they are not initialized before running this trigger. "
You can also bet I already tried local/global and change default values. And of course it's not that at all, you can see value is set on each beginning of Obliterate trigger.
And you can see too I was not using region variable on screenshot. (TW_ZGreen and TW_ZRed are the regions names (for "TwoWorlds_ZoneGreen")
Of course the problem is OBVIOUSLY NOT the coding of the Obliterate trigger... Everything in the Obliterate trigger is correct and there is no reason to have a bug with that. I don't even understand why some people thought that.
But like it would be really surprising the editor got a damn bug like that, I search with regions (thought a ID error) and finally found... enjoy:
The unit is created just on top of a teleport, so the unit is teleported because she "enters" the region while being created... :D
And if it's only occur during first trigger execution, it's because players got an interdiction to have units teleported. This interdiction lasts 10 seconds only for players 1 to 8... so like player 0 is stuck with this interdiction, everything was working fine after the first occurrence...
xD
But the bright side of this: I would never found it if I'd not posted here, and I keep the $10,000 :P
The thing is I can make a trigger like that and it works.
Was just suggesting some of the ways, I would debug it.
And if you dont want any conditions in a trigger, instead of telling a trigger to run not checking conditions. You should remove the conditions.
You should also simplify your trigger before asking for help with it. That way people can understand the real problem your having better.
My point about the locals and running it from a chat command is to neutralize any other triggers you may have running from influencing the trigger your debugging....
@SouLCarveRR: Go
I want condition. If you look the end of the screen, I check conditions.
I need to re-check condition each time trigger make a loop as a security.
But when I launch it first time, it's because MapSelected == 15, so why should I check it twice ?
I understand what you mean for local variables, but this is the only trigger when I set it. So global or local, doesn't matter.
i've had the same bug before. make a new region. set all spawns to that region. then change them back to the right region.
You first use of the region is refreshing itself, and this is due to blizzard handling both what the trigger is displaying its name to you, and what it internally calls the trigger.
try it and let me know if it works. otherwise without reading your code. create a local variable. right after the create use. set the variable to the last created unit. then use the variable moving forward. if two triggers end up running at the same time, the variable will hold the local triggers last created unit, and they wont overlap.
this is what I was trying to explain before. using last created unit is a bad idea especially with waits in a trigger >.<
Last Created unit actually refers only to the last created unit in the local scope.
So Last Created Unit will never refer to a unit created in a different trigger. ( but it is a good idea to stick with temporary unit variables anyways)
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@SouLCarveRR: GoNo need to be so condescendant.
"Your telling your trigger to run with out checking conditions.... Why?"
Because conditions have been already checked.
"I bet if you use a local variable for the random integer and set it = 1 for an initial value I bet you dont have this problem. Your Global Region Variables there may also be an issue if they are not initialized before running this trigger. "
You can also bet I already tried local/global and change default values. And of course it's not that at all, you can see value is set on each beginning of Obliterate trigger.
And you can see too I was not using region variable on screenshot. (TW_ZGreen and TW_ZRed are the regions names (for "TwoWorlds_ZoneGreen")
Even that was not working:
Of course the problem is OBVIOUSLY NOT the coding of the Obliterate trigger... Everything in the Obliterate trigger is correct and there is no reason to have a bug with that. I don't even understand why some people thought that.
But like it would be really surprising the editor got a damn bug like that, I search with regions (thought a ID error) and finally found... enjoy:
The unit is created just on top of a teleport, so the unit is teleported because she "enters" the region while being created... :D
And if it's only occur during first trigger execution, it's because players got an interdiction to have units teleported. This interdiction lasts 10 seconds only for players 1 to 8... so like player 0 is stuck with this interdiction, everything was working fine after the first occurrence...
xD
But the bright side of this: I would never found it if I'd not posted here, and I keep the $10,000 :P
@Sntenshi: Go
The thing is I can make a trigger like that and it works.
Was just suggesting some of the ways, I would debug it.
And if you dont want any conditions in a trigger, instead of telling a trigger to run not checking conditions. You should remove the conditions.
You should also simplify your trigger before asking for help with it. That way people can understand the real problem your having better.
My point about the locals and running it from a chat command is to neutralize any other triggers you may have running from influencing the trigger your debugging....
zug
@SouLCarveRR: Go I want condition. If you look the end of the screen, I check conditions.
I need to re-check condition each time trigger make a loop as a security.
But when I launch it first time, it's because MapSelected == 15, so why should I check it twice ?
I understand what you mean for local variables, but this is the only trigger when I set it. So global or local, doesn't matter.
I'm starting to wonder if it's a better idea to work with galaxy code over triggers...
.>
I have basic java programming experience and handled a bit of database so meh.
i've had the same bug before. make a new region. set all spawns to that region. then change them back to the right region.
You first use of the region is refreshing itself, and this is due to blizzard handling both what the trigger is displaying its name to you, and what it internally calls the trigger.
try it and let me know if it works. otherwise without reading your code. create a local variable. right after the create use. set the variable to the last created unit. then use the variable moving forward. if two triggers end up running at the same time, the variable will hold the local triggers last created unit, and they wont overlap.
Are the regions your using just variables, or do you have them placed in the terrain editor. That would make a big difference.
this is what I was trying to explain before. using last created unit is a bad idea especially with waits in a trigger >.<
Last Created unit actually refers only to the last created unit in the local scope.
So Last Created Unit will never refer to a unit created in a different trigger. ( but it is a good idea to stick with temporary unit variables anyways)
Make the unit spawn at a point instead of a region.
/Thread