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    posted a message on [SOLVED]: Triggers running too much....

    @SouLCarveRR: Go

    Events
            Unit - Any Unit Enters Outer Limits
    

    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.

    Posted in: Triggers
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    posted a message on [SOLVED]: Triggers running too much....

    @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?

    Offense Determination
        Options: Action, Create Thread
        Return Type: (None)
        Parameters
            Player = (Owner of (Triggering unit)) <Integer>
            Triggering Unit = (Triggering unit) <Unit>
        Grammar Text: Offense Determination(Player, Triggering Unit)
        Hint Text: Determines who offended and how to deal with them.
        Custom Script Code
        Local Variables
        Actions
            General - Switch (Actions) depending on Player
                Cases
                    General - If (0)
                        Actions
                            Unit Group - Pick each unit in (Any units in Outer Limits owned by player Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                                Actions
                                    Unit - Move (Picked unit) instantly to (Random point in (Playable map area)) (No Blend)
                    General - If (1)
                        Actions
                            General - Switch (Actions) depending on Tokens for Player 1
                                Cases
                                    General - If (0)
                                        Actions
                                            Variable - Modify Tokens for Player 1: + 1
                                            Variable - Set Punished Player = Player
                                            Variable - Set Punished Unit = Triggering Unit
                                            Trigger - Run First offense  (Check Conditions, Don't Wait until it finishes)
                                    General - If (1)
                                        Actions
                                            Variable - Set Punished Player = Player
                                            Trigger - Run Final Offense  (Check Conditions, Don't Wait until it finishes)
                                Default
                    General - If (2)
                        Actions
                            General - Switch (Actions) depending on Tokens for Player 2
                                Cases
                                    General - If (0)
                                        Actions
                                            Variable - Modify Tokens for Player 2: + 1
                                            Variable - Set Punished Player = Player
                                            Variable - Set Punished Unit = Triggering Unit
                                            Trigger - Run First offense  (Check Conditions, Don't Wait until it finishes)
                                    General - If (1)
                                        Actions
                                            Variable - Set Punished Player = Player
                                            Trigger - Run Final Offense  (Check Conditions, Don't Wait until it finishes)
                                Default
                    General - If (3)
                        Actions
                            General - Switch (Actions) depending on Tokens for Player 3
                                Cases
                                    General - If (0)
                                        Actions
                                            Variable - Modify Tokens for Player 3: + 1
                                            Variable - Set Punished Player = Player
                                            Variable - Set Punished Unit = Triggering Unit
                                            Trigger - Run First offense  (Check Conditions, Don't Wait until it finishes)
                                    General - If (1)
                                        Actions
                                            Variable - Set Punished Player = Player
                                            Trigger - Run Final Offense  (Check Conditions, Don't Wait until it finishes)
                                Default
                Default
    

    Secondly the triggering unit is the entering unit. It is called beforehand for convenience. Which I have done before and know works.

    Posted in: Triggers
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    posted a message on [SOLVED]: Triggers running too much....

    @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.

    Posted in: Triggers
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    posted a message on [SOLVED]: Triggers running too much....

    @SouLCarveRR: Go

    (at least for me)

    Please read what I say more carefully next time....

    Posted in: Triggers
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    posted a message on [SOLVED]: Triggers running too much....

    @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.

    Posted in: Triggers
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    posted a message on [SOLVED]: Triggers running too much....

    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

    Offense Determination
        Options: Action, Create Thread
        Return Type: (None)
        Parameters
            Player = (Owner of (Triggering unit)) <Integer>
            Triggering Unit = (Triggering unit) <Unit>
        Grammar Text: Offense Determination(Player, Triggering Unit)
        Hint Text: Determines who offended and how to deal with them.
        Custom Script Code
        Local Variables
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Player == 0
                Then
                    Unit Group - Pick each unit in (Any units in Outer Limits owned by player Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Move (Picked unit) instantly to (Random point in (Playable map area)) (No Blend)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Player == 1
                    Tokens for Player 1 <= 0
                Then
                    Variable - Modify Tokens for Player 1: + 1
                    Variable - Set Punished Player = Player
                    Variable - Set Punished Unit = Triggering Unit
                    Trigger - Run First offense  (Check Conditions, Don't Wait until it finishes)
                Else
                    Variable - Set Punished Player = Player
                    Trigger - Run Final Offense  (Check Conditions, Don't Wait until it finishes)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Player == 2
                    Tokens for Player 2 <= 0
                Then
                    Variable - Modify Tokens for Player 2: + 1
                    Variable - Set Punished Player = Player
                    Variable - Set Punished Unit = Triggering Unit
                    Trigger - Run First offense  (Check Conditions, Don't Wait until it finishes)
                Else
                    Variable - Set Punished Player = Player
                    Trigger - Run Final Offense  (Check Conditions, Don't Wait until it finishes)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Player == 3
                    Tokens for Player 3 <= 0
                Then
                    Variable - Modify Tokens for Player 3: + 1
                    Variable - Set Punished Player = Player
                    Variable - Set Punished Unit = Triggering Unit
                    Trigger - Run First offense  (Check Conditions, Don't Wait until it finishes)
                Else
                    Variable - Set Punished Player = Player
                    Trigger - Run Final Offense  (Check Conditions, Don't Wait until it finishes)
            Variable - Set Offense Determined and Dealt With = True
    

    One of the triggers (again they are virtually the same but with different regions):

    1
        Events
            Unit - Any Unit Enters Outer Limits
        Local Variables
        Conditions
            Offense Determined and Dealt With == False
        Actions
            Trigger - Turn (Current trigger) Off
            Offense Determination((Owner of (Triggering unit)), (Triggering unit))
            General - Wait for (Conditions), checking every 0.6 Game Time seconds, for no longer than 10.0 seconds
                Conditions
                    Offense Determined and Dealt With == True
            Variable - Set Offense Determined and Dealt With = False
            Trigger - Turn (Current trigger) On
    

    The first offense trigger:

    First offense
        Events
        Local Variables
        Conditions
            ((Current trigger) is on) == True
        Actions
            Trigger - Turn (Current trigger) Off
            UI - Display "WARNING:  You have tried to expliot..." for (Player group(Punished Player)) to Warning area
            Unit - Move Punished Unit instantly to (Random point in Punishment Region) (Blend)
            Unit - Add 1 Exploited Game Feature or Bug to Punished Unit from Punished Unit
            Trigger - Turn (Current trigger) On
    

    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.

    Posted in: Triggers
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    posted a message on Creating a Creep-Trail-Like Effect.

    @DrSuperEvil: Go

    EDIT: never mind I found a tile that works.

    Posted in: Data
  • 0

    posted a message on Creating a Creep-Trail-Like Effect.

    Anybody?

    I looked for it in the Textures section of the data editor but I couldn't find creep....

    Posted in: Data
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    posted a message on Creating a Creep-Trail-Like Effect.

    @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.

    Posted in: Data
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    posted a message on Creating a Creep-Trail-Like Effect.

    @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?

    Posted in: Data
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    posted a message on Creating a Creep-Trail-Like Effect.

    @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.

    Posted in: Data
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    posted a message on Creating a Creep-Trail-Like Effect.

    @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....

    Posted in: Data
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    posted a message on Creating a Creep-Trail-Like Effect.

    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?

    Posted in: Data
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    posted a message on M3 Exporter

    @Leruster: Go

    Alright. I'll see what I can do.

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    @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.

    Posted in: Third Party Tools
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