Removing preexisting units via Triggers

Lumograph090

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Generally I would just base my summoning abilities off of Feral Spirit as this removes any previously summoned companion. However, I am using Triggers to summon with my current ability based off of Channel.

Trigger:
  • Raise Ghoul Rank 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Raise Ghoul
    • Actions
      • Set RandomName = (Random integer number between 1 and 3)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • RandomName Equal to (==) 1
          • Then - Actions
            • Set L = (Position of (Triggering unit))
            • Unit - Create 1 Horgus (Level 1) for (Owner of (Triggering unit)) at L facing L
            • Custom script: call RemoveLocation(udg_L)
          • Else - Actions
            • Do nothing
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RandomName Equal to (==) 2
                • Then - Actions
                  • Set L = (Position of (Triggering unit))
                  • Unit - Create 1 Braintheif (Level 1) for (Owner of (Triggering unit)) at L facing L
                  • Custom script: call RemoveLocation(udg_L)
                • Else - Actions
                  • Do nothing
                    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • RandomName Equal to (==) 3
                      • Then - Actions
                        • Set L = (Position of (Triggering unit))
                        • Unit - Create 1 Corpsegrinder (Level 1) for (Owner of (Triggering unit)) at L facing L
                        • Custom script: call RemoveLocation(udg_L)
                      • Else - Actions
                        • Do nothing


This spell has 5 levels, lets say I cast the level one version twice as it is currently I would have two Ghouls. Is there a way to remove my previous Ghoul via Triggers if I use the spell a second time, and consequently for any other levels of my spell.
 

Saldu

New Member
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1
You could remove every existing Unit which could be spawned by the spell when you cast the spell by doing this:
You need to add 1 condition for every new unit you would add, and you could even add every unit for every level of the spell to the conditions.

Temp_Group is a unit group global variable
Trigger:
  • Set Temp_Group = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) == Horgus) or (((Unit-type of (Matching unit)) == Corpsegrinder) or ((Unit-type of (Matching unit)) == Brainthief))))
    • Unit Group - Pick every unit in Temp_Group and do (Actions)
      • Loop - Actions
        • Unit - Remove (Picked unit) from the game
    • Custom script: call DestroyGroup(udg_Temp_Group)
 

Lumograph090

New Member
Reaction score
22
You could remove every existing Unit which could be spawned by the spell when you cast the spell by doing this:
You need to add 1 condition for every new unit you would add, and you could even add every unit for every level of the spell to the conditions.

Temp_Group is a unit group global variable
Trigger:
  • Set Temp_Group = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) == Horgus) or (((Unit-type of (Matching unit)) == Corpsegrinder) or ((Unit-type of (Matching unit)) == Brainthief))))
    • Unit Group - Pick every unit in Temp_Group and do (Actions)
      • Loop - Actions
        • Unit - Remove (Picked unit) from the game
    • Custom script: call DestroyGroup(udg_Temp_Group)

Just outta curiosity would I place that line at the start of my "Then Actions"?
 

Lumograph090

New Member
Reaction score
22
Trigger:
  • Raise Ghoul Rank 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Raise Ghoul
    • Actions
      • Set RandomName = (Random integer number between 1 and 3)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • RandomName Equal to (==) 1
          • Then - Actions
            • Set Group1 = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Braintheif (Level 1)) or (((Unit-type of (Matching unit)) Equal to (==) Corpsegrinder (Level 1)) or ((Unit-type of (Matching unit)) Equal to (==) Horgus (Leve
            • Unit Group - Pick every unit in Group1 and do (Actions)
              • Loop - Actions
                • Unit - Explode (Picked unit)
                • Custom script: call RemoveLocation(udg_Temp_Group)
            • Set L = (Position of (Triggering unit))
            • Unit - Create 1 Horgus (Level 1) for (Owner of (Triggering unit)) at L facing L
            • Custom script: call RemoveLocation(udg_L)
          • Else - Actions
            • Do nothing
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RandomName Equal to (==) 2
                • Then - Actions
                  • Set Group1 = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Braintheif (Level 1)) or (((Unit-type of (Matching unit)) Equal to (==) Corpsegrinder (Level 1)) or ((Unit-type of (Matching unit)) Equal to (==) Horgus (Leve
                  • Unit Group - Pick every unit in Group1 and do (Actions)
                    • Loop - Actions
                      • Unit - Explode (Picked unit)
                      • Custom script: call RemoveLocation(udg_Temp_Group)
                  • Set L = (Position of (Triggering unit))
                  • Unit - Create 1 Braintheif (Level 1) for (Owner of (Triggering unit)) at L facing L
                  • Custom script: call RemoveLocation(udg_L)
                • Else - Actions
                  • Do nothing
                    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • RandomName Equal to (==) 3
                      • Then - Actions
                        • Set Group1 = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Braintheif (Level 1)) or (((Unit-type of (Matching unit)) Equal to (==) Corpsegrinder (Level 1)) or ((Unit-type of (Matching unit)) Equal to (==) Horgus (Leve
                        • Unit Group - Pick every unit in Group1 and do (Actions)
                          • Loop - Actions
                            • Unit - Explode (Picked unit)
                            • Custom script: call RemoveLocation(udg_Temp_Group)
                        • Set L = (Position of (Triggering unit))
                        • Unit - Create 1 Corpsegrinder (Level 1) for (Owner of (Triggering unit)) at L facing L
                        • Custom script: call RemoveLocation(udg_L)
                      • Else - Actions
                        • Do nothing


:D Should be correct, if you're willing mind looking over it? :)
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Yep yep yep all good but you know that he can have 3 units summoned if the random integer is diffrent each time. If you want the every thing is fine
 

Lumograph090

New Member
Reaction score
22
Yep yep yep all good but you know that he can have 3 units summoned if the random integer is diffrent each time. If you want the every thing is fine

Really? why is that? How would I go about fixing this issue?

What I was attempting to do from the start is have a summoning ability that will generate different names for the same summoned creature. In terms of what I want it to generally do it works great, I was just looking for a way to prevent him from having more than one Ghoul up at a time, no matter the levels.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
O wait sory no misread its fine that way.
 

Lumograph090

New Member
Reaction score
22
O wait sory no misread its fine that way.

Alright, I've ran into an issue when I go to save I get an error "Cannot convert group into position"

Trigger:
  • Raise Ghoul Rank 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Raise Ghoul
    • Actions
      • Set RandomName = (Random integer number between 1 and 3)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • RandomName Equal to (==) 1
          • Then - Actions
            • Set Group1 = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Braintheif (Level 1)) or (((Unit-type of (Matching unit)) Equal to (==) Corpsegrinder (Level 1)) or ((Unit-type of (Matching unit)) Equal to (==) Horgus (Leve
            • Unit Group - Pick every unit in Group1 and do (Actions)
              • Loop - Actions
                • Unit - Explode (Matching unit)
                • Custom script: call RemoveLocation(udg_Group1)
            • Set L = (Position of (Triggering unit))
            • Unit - Create 1 Horgus (Level 1) for (Owner of (Triggering unit)) at L facing L
            • Custom script: call RemoveLocation(udg_L)
          • Else - Actions
            • Do nothing
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RandomName Equal to (==) 2
                • Then - Actions
                  • Set Group1 = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Braintheif (Level 1)) or (((Unit-type of (Matching unit)) Equal to (==) Corpsegrinder (Level 1)) or ((Unit-type of (Matching unit)) Equal to (==) Horgus (Leve
                  • Unit Group - Pick every unit in Group1 and do (Actions)
                    • Loop - Actions
                      • Unit - Explode (Matching unit)
                      • Custom script: call RemoveLocation(udg_Group1)
                  • Set L = (Position of (Triggering unit))
                  • Unit - Create 1 Braintheif (Level 1) for (Owner of (Triggering unit)) at L facing L
                  • Custom script: call RemoveLocation(udg_L)
                • Else - Actions
                  • Do nothing
                    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • RandomName Equal to (==) 3
                      • Then - Actions
                        • Set Group1 = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Braintheif (Level 1)) or (((Unit-type of (Matching unit)) Equal to (==) Corpsegrinder (Level 1)) or ((Unit-type of (Matching unit)) Equal to (==) Horgus (Leve
                        • Unit Group - Pick every unit in Group1 and do (Actions)
                          • Loop - Actions
                            • Unit - Explode (Matching unit)
                            • Custom script: call RemoveLocation(udg_Group1)
                        • Set L = (Position of (Triggering unit))
                        • Unit - Create 1 Corpsegrinder (Level 1) for (Owner of (Triggering unit)) at L facing L
                        • Custom script: call RemoveLocation(udg_L)
                      • Else - Actions
                        • Do nothing


Seems to be that the issue is with this...

Trigger:
  • Loop - Actions
    • Unit - Explode (Matching unit)
    • Custom script: call RemoveLocation(udg_Group1)


Anyone with a little more knowledge than me have any ideas as to why this isn't correct?
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Call DestroyGroup(udg_group1) not removelocation
 

Lumograph090

New Member
Reaction score
22
So it works now and your ok

Well, not exactly.. here is the Syntax Error.

Code:
function Trig_Raise_Ghoul_Rank_1_Actions takes nothing returns nothing
    set udg_RandomName = GetRandomInt(1, 3)
    if ( Trig_Raise_Ghoul_Rank_1_Func002C() ) then
        set udg_Group1 = GetUnitsOfPlayerMatching(GetOwningPlayer(GetTriggerUnit()), Condition(function Trig_Raise_Ghoul_Rank_1_Func002Func001002002))
        call ForGroupBJ( udg_Group1, function Trig_Raise_Ghoul_Rank_1_Func002Func002A )
        set udg_L = GetUnitLoc(GetTriggerUnit())
        call CreateNUnitsAtLocFacingLocBJ( 1, 'u001', GetOwningPlayer(GetTriggerUnit()), udg_L, udg_L )
        call RemoveLocation(udg_L)
        [B]Call DestroyGroup(udg_Group1)[/B]

Here is my Trigger...

Trigger:
  • Raise Ghoul Rank 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Raise Ghoul
    • Actions
      • Set RandomName = (Random integer number between 1 and 3)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • RandomName Equal to (==) 1
          • Then - Actions
            • Set Group1 = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Braintheif (Level 1)) or (((Unit-type of (Matching unit)) Equal to (==) Corpsegrinder (Level 1)) or ((Unit-type of (Matching unit)) Equal to (==) Horgus (Leve
            • Unit Group - Pick every unit in Group1 and do (Actions)
              • Loop - Actions
                • Unit - Explode (Picked unit)
            • Set L = (Position of (Triggering unit))
            • Unit - Create 1 Horgus (Level 1) for (Owner of (Triggering unit)) at L facing L
            • Custom script: call RemoveLocation(udg_L)
            • Custom script: Call DestroyGroup(udg_Group1)
          • Else - Actions
            • Do nothing
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RandomName Equal to (==) 2
                • Then - Actions
                  • Set Group1 = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Braintheif (Level 1)) or (((Unit-type of (Matching unit)) Equal to (==) Corpsegrinder (Level 1)) or ((Unit-type of (Matching unit)) Equal to (==) Horgus (Leve
                  • Unit Group - Pick every unit in Group1 and do (Actions)
                    • Loop - Actions
                      • Unit - Explode (Picked unit)
                  • Set L = (Position of (Triggering unit))
                  • Unit - Create 1 Braintheif (Level 1) for (Owner of (Triggering unit)) at L facing L
                  • Custom script: Call RemoveLocation(udg_L)
                  • Custom script: Call DestroyGroup(udg_Group1)
                • Else - Actions
                  • Do nothing
                    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • RandomName Equal to (==) 3
                      • Then - Actions
                        • Set Group1 = (Units owned by (Owner of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Braintheif (Level 1)) or (((Unit-type of (Matching unit)) Equal to (==) Corpsegrinder (Level 1)) or ((Unit-type of (Matching unit)) Equal to (==) Horgus (Leve
                        • Unit Group - Pick every unit in Group1 and do (Actions)
                          • Loop - Actions
                            • Unit - Explode (Picked unit)
                        • Set L = (Position of (Triggering unit))
                        • Unit - Create 1 Corpsegrinder (Level 1) for (Owner of (Triggering unit)) at L facing L
                        • Custom script: call RemoveLocation(udg_L)
                        • Custom script: Call DestroyGroup(udg_group1)
                      • Else - Actions
                        • Do nothing


*Edit* Apparently custom scripts do NOT like you using capital letters :p
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Yes i didnt mean to have a capital so is everything ok now anymore help need coz i gtg.
 
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