I'd just like to say hello to you all before I request your well-earned wisdom.
Good site/group.
SO, to my problem.
I'm code-happy but I'm cripplingly inexperienced with the editor.
When I attempt to translate my logic into triggers that SEEM to allow definitions using the given types I expect, I get punched in the face.
The most recent example (that lead to my registration here) is with:
Event > "Unit Is Created" which appears as follows when registered by a trigger, "[Any Unit] creates a unit with ability [Any] or behaviour [Any]."
When I attempt to look up the relevent ability I get the usual dialogue box with type "Game Link", link type "Ability" and source set to "Preset". If I click the entry found, described simply as "Any" and listed as "Any Game Link" under the "Preset" field, nothing happens.
In other situations, I have no problem.
Is there some sort of process I need to go through to formally 'link' different data from different modules?
Do I have to do some explicit typing?
Sorry, have just thought, is this more of a paradigm thing? Should I be using the Conditions stuff to check for the thing I'm after rather than being prescriptive in the event?
Ugh, ambiguity of Blizzard's phraseology. I like the insight though, I'll assume a few things about what i see written from now on.
Thanks.
*
Actually, I don't think you're correct, Soul, if you're implying what I thought you were. There's only ONE trigger in Blizzard's library refering to units which are created.
are you trying to put in a specific ability in the ability field in the event? if you are, you go into the "Value" field to refer to a specific ability, the presets are there just so it can trigger on any ability
you can also just use a condition (in combination with "Any Ability" in the ability field):
(Ability that created unit) == YourAbility
Thanks LinkD.
Not quite was I was after but I manged to fix my issue a few hours back.
The crux is that while sort-of knowing which accessors and mutators I wanted in principle for something, my hurdle list went as follows in the following order:
1) Not knowing which event/action/etc mapped best to my code-thoughts
2) Finding a match but discovering its parameters or references weren't of the type expected or required
3) Not finding the function to do the conversion
4) Eventually finding the function... in a place which didn't suit my mental approach
[eg, "unit type of unit" is only callable from the left hand side of a comparator but my mental approach was to do THAT side of things on the right hand side where it wasn't available]
What I've taken from all this is 'spam-search every goddamn parameter/reference/clicky thing' to get a feel for how the each event/function/etc interoperates.
I think more concise words to this effect are probably penny-dropping stuff for most new-comers to the editor who are still unfamiliar with calling the keystone accessors and mutators and aren't thinking about it in the way Blizzard has.
Erm. I hope what I just wrote makes sense.
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I'd just like to say hello to you all before I request your well-earned wisdom. Good site/group.
SO, to my problem. I'm code-happy but I'm cripplingly inexperienced with the editor.
When I attempt to translate my logic into triggers that SEEM to allow definitions using the given types I expect, I get punched in the face. The most recent example (that lead to my registration here) is with:
Event > "Unit Is Created" which appears as follows when registered by a trigger, "[Any Unit] creates a unit with ability [Any] or behaviour [Any]."
When I attempt to look up the relevent ability I get the usual dialogue box with type "Game Link", link type "Ability" and source set to "Preset". If I click the entry found, described simply as "Any" and listed as "Any Game Link" under the "Preset" field, nothing happens.
In other situations, I have no problem.
Is there some sort of process I need to go through to formally 'link' different data from different modules? Do I have to do some explicit typing?
Sorry, have just thought, is this more of a paradigm thing? Should I be using the Conditions stuff to check for the thing I'm after rather than being prescriptive in the event?
Yeah, you typically need to use conditions to refine an event trigger, although this isn't always the case. It depends on the event trigger you use.
The event (unit created by abiltiy ) will only respond to units created by an ability
The event (unit created) will respond when units are created....
Ugh, ambiguity of Blizzard's phraseology. I like the insight though, I'll assume a few things about what i see written from now on. Thanks.
*
Actually, I don't think you're correct, Soul, if you're implying what I thought you were. There's only ONE trigger in Blizzard's library refering to units which are created.
Please can you elaborate what you mean?
@DJSplendid:
are you trying to put in a specific ability in the ability field in the event? if you are, you go into the "Value" field to refer to a specific ability, the presets are there just so it can trigger on any ability
you can also just use a condition (in combination with "Any Ability" in the ability field):
(Ability that created unit) == YourAbility
Thanks LinkD. Not quite was I was after but I manged to fix my issue a few hours back.
The crux is that while sort-of knowing which accessors and mutators I wanted in principle for something, my hurdle list went as follows in the following order:
1) Not knowing which event/action/etc mapped best to my code-thoughts 2) Finding a match but discovering its parameters or references weren't of the type expected or required 3) Not finding the function to do the conversion 4) Eventually finding the function... in a place which didn't suit my mental approach
[eg, "unit type of unit" is only callable from the left hand side of a comparator but my mental approach was to do THAT side of things on the right hand side where it wasn't available]
What I've taken from all this is 'spam-search every goddamn parameter/reference/clicky thing' to get a feel for how the each event/function/etc interoperates.
I think more concise words to this effect are probably penny-dropping stuff for most new-comers to the editor who are still unfamiliar with calling the keystone accessors and mutators and aren't thinking about it in the way Blizzard has.
Erm. I hope what I just wrote makes sense.