Therefore when the definition is used in that trigger it will call that unit and it's owner. If you make them equal beforehand, it doesn't matter if they weren't valid before. It will still call the correct units and players. But for the sake of argument. I'll go and change that now.
Players are integers. If I call 0 that means neutral. 1 means player 1, etc.
Then for the tokens since I don't need an action past one token it should run the final trigger once the token is = 1 since 1+1=2 and 2=boot.
The wait of 3 seconds stopped, but the trigger error sure didn't.
It still kicks me instead of warning me. Which only means it is running too much.
Any other ideas?
OffenseDeterminationOptions:Action,CreateThreadReturnType:(None)ParametersPlayer=(Ownerof(Triggeringunit))<Integer>TriggeringUnit=(Triggeringunit)<Unit>GrammarText:OffenseDetermination(Player,TriggeringUnit)HintText:Determineswhooffendedandhowtodealwiththem.CustomScriptCodeLocalVariablesActionsGeneral-Switch(Actions)dependingonPlayerCasesGeneral-If(0)ActionsUnitGroup-Pickeachunitin(AnyunitsinOuterLimitsownedbyplayerPlayermatchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsUnit-Move(Pickedunit)instantlyto(Randompointin(Playablemaparea))(NoBlend)General-If(1)ActionsGeneral-Switch(Actions)dependingonTokensforPlayer1CasesGeneral-If(0)ActionsVariable-ModifyTokensforPlayer1:+1Variable-SetPunishedPlayer=PlayerVariable-SetPunishedUnit=TriggeringUnitTrigger-RunFirstoffense(CheckConditions,Don't Wait until it finishes) General - If (1) Actions Variable - Set Punished Player = Player Trigger - Run Final Offense (Check Conditions, Don'tWaituntilitfinishes)DefaultGeneral-If(2)ActionsGeneral-Switch(Actions)dependingonTokensforPlayer2CasesGeneral-If(0)ActionsVariable-ModifyTokensforPlayer2:+1Variable-SetPunishedPlayer=PlayerVariable-SetPunishedUnit=TriggeringUnitTrigger-RunFirstoffense(CheckConditions,Don't Wait until it finishes) General - If (1) Actions Variable - Set Punished Player = Player Trigger - Run Final Offense (Check Conditions, Don'tWaituntilitfinishes)DefaultGeneral-If(3)ActionsGeneral-Switch(Actions)dependingonTokensforPlayer3CasesGeneral-If(0)ActionsVariable-ModifyTokensforPlayer3:+1Variable-SetPunishedPlayer=PlayerVariable-SetPunishedUnit=TriggeringUnitTrigger-RunFirstoffense(CheckConditions,Don't Wait until it finishes) General - If (1) Actions Variable - Set Punished Player = Player Trigger - Run Final Offense (Check Conditions, Don'tWaituntilitfinishes)DefaultDefault
Secondly
the triggering unit is the entering unit. It is called beforehand for convenience. Which I have done before and know works.
So bugs that seem to plague some users of the editor and not others don't exist right?
EDIT: You know what, I'm not going to fight this. If you have an answer I'll be glad to hear you. If you're going to fight with me please take that elsewhere.
So I have a set of triggers that will run an action definition when a unit enters a region (depending on the trigger it's different of course.)
When the unit enters the region, though, the trigger bugs out and runs the action definition indefinitely for approximately 3 seconds and then kicks the player. Which is not what I'm trying to accomplish.
Here's what I have so far:
Action definition
OffenseDeterminationOptions:Action,CreateThreadReturnType:(None)ParametersPlayer=(Ownerof(Triggeringunit))<Integer>TriggeringUnit=(Triggeringunit)<Unit>GrammarText:OffenseDetermination(Player,TriggeringUnit)HintText:Determineswhooffendedandhowtodealwiththem.CustomScriptCodeLocalVariablesActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfPlayer==0ThenUnitGroup-Pickeachunitin(AnyunitsinOuterLimitsownedbyplayerPlayermatchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsUnit-Move(Pickedunit)instantlyto(Randompointin(Playablemaparea))(NoBlend)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfPlayer==1TokensforPlayer1<=0ThenVariable-ModifyTokensforPlayer1:+1Variable-SetPunishedPlayer=PlayerVariable-SetPunishedUnit=TriggeringUnitTrigger-RunFirstoffense(CheckConditions,Don't Wait until it finishes) Else Variable - Set Punished Player = Player Trigger - Run Final Offense (Check Conditions, Don'tWaituntilitfinishes)General-If(Conditions)thendo(Actions)elsedo(Actions)IfPlayer==2TokensforPlayer2<=0ThenVariable-ModifyTokensforPlayer2:+1Variable-SetPunishedPlayer=PlayerVariable-SetPunishedUnit=TriggeringUnitTrigger-RunFirstoffense(CheckConditions,Don't Wait until it finishes) Else Variable - Set Punished Player = Player Trigger - Run Final Offense (Check Conditions, Don'tWaituntilitfinishes)General-If(Conditions)thendo(Actions)elsedo(Actions)IfPlayer==3TokensforPlayer3<=0ThenVariable-ModifyTokensforPlayer3:+1Variable-SetPunishedPlayer=PlayerVariable-SetPunishedUnit=TriggeringUnitTrigger-RunFirstoffense(CheckConditions,Don't Wait until it finishes) Else Variable - Set Punished Player = Player Trigger - Run Final Offense (Check Conditions, Don'tWaituntilitfinishes)Variable-SetOffenseDeterminedandDealtWith=True
One of the triggers (again they are virtually the same but with different regions):
FirstoffenseEventsLocalVariablesConditions((Currenttrigger)ison)==TrueActionsTrigger-Turn(Currenttrigger)OffUI-Display"WARNING: You have tried to expliot..."for(Playergroup(PunishedPlayer))toWarningareaUnit-MovePunishedUnitinstantlyto(RandompointinPunishmentRegion)(Blend)Unit-Add1ExploitedGameFeatureorBugtoPunishedUnitfromPunishedUnitTrigger-Turn(Currenttrigger)On
The final offense trigger does basically the same thing.
Creep Trail with a different model. It should move with the baneling like it would move with an overlord toggling it's creep generation ability only is activated by attack not an ability.
So there is no way to change the model? I already have an actor, I just need a way to implement it like I've described.
Should I link all the actors associated with what I am trying to accomplish? I don't ask for help in the data section often but it seems logical that you might want to see those things.
0
@SouLCarveRR: Go
that = triggering unit.
Therefore when the definition is used in that trigger it will call that unit and it's owner. If you make them equal beforehand, it doesn't matter if they weren't valid before. It will still call the correct units and players. But for the sake of argument. I'll go and change that now.
Players are integers. If I call 0 that means neutral. 1 means player 1, etc.
Then for the tokens since I don't need an action past one token it should run the final trigger once the token is = 1 since 1+1=2 and 2=boot.
0
@SouLCarveRR: Go
Switching right?
The wait of 3 seconds stopped, but the trigger error sure didn't.
It still kicks me instead of warning me. Which only means it is running too much.
Any other ideas?
Secondly the triggering unit is the entering unit. It is called beforehand for convenience. Which I have done before and know works.
0
@SouLCarveRR: Go
So bugs that seem to plague some users of the editor and not others don't exist right?
EDIT: You know what, I'm not going to fight this. If you have an answer I'll be glad to hear you. If you're going to fight with me please take that elsewhere.
0
@SouLCarveRR: Go
(at least for me)
Please read what I say more carefully next time....
0
@SouLCarveRR: Go
I use switches all the time. When it comes to a player it has trouble (at least for me) thus I use if than else for those.
First offense is run through the action definition.
I want it to run 1 time each time a unit enters. That's it. But it runs multiple times.
If you must have a picture I can take one, but this is directly out of the editor. So I don't see how pictures would make a difference.
0
So I have a set of triggers that will run an action definition when a unit enters a region (depending on the trigger it's different of course.)
When the unit enters the region, though, the trigger bugs out and runs the action definition indefinitely for approximately 3 seconds and then kicks the player. Which is not what I'm trying to accomplish.
Here's what I have so far:
Action definition
One of the triggers (again they are virtually the same but with different regions):
The first offense trigger:
The final offense trigger does basically the same thing.
So why isn't this working???
Everything I've tried thus far is still coded in.
0
@DrSuperEvil: Go
EDIT: never mind I found a tile that works.
0
Anybody?
I looked for it in the Textures section of the data editor but I couldn't find creep....
0
@DrSuperEvil: Go
Ohh, gotcha. Let me try it now.
EDIT: I couldn't get it to work...how do I edit the color of generic creep? It would make all of this much easier.
0
@DrSuperEvil: Go
I'm looking all over and in neither footprints or the behavior is there a section for a model. Where do I add the model for visuals?
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@Bommes: Go
Creep Trail with a different model. It should move with the baneling like it would move with an overlord toggling it's creep generation ability only is activated by attack not an ability.
So there is no way to change the model? I already have an actor, I just need a way to implement it like I've described.
Should I link all the actors associated with what I am trying to accomplish? I don't ask for help in the data section often but it seems logical that you might want to see those things.
0
@ckSynergy: Go
I looked at the creep behaviors but I didn't see a place to change model. I'll look at the creep tumor later but....
0
I need to create what is essentially a creep trail with a different model whenever a specific unit (in this case a baneling) attacks.
I want to do this via the attack actor for the baneling. This way I can keep down on triggering and it's just more efficient.
Is there any way to do this?
0
@Leruster: Go
Alright. I'll see what I can do.
0
@Leruster: Go
Import.
Any unit model and this has happened to me every time I've tried to use it.
I haven't used this program for anything else so I imagine the "scene" is what I am seeing? If so, nothing. If not, what do you mean by that.
Sorry if I'm a little stupid, was planning on reading more about the program once I could get some units into it.