Tower upgrading probm

louis_9300

New Member
Reaction score
3
why sometimes when i upgrade a tower A into another tower B, the tower will just disappeared,and my builder canot build tower A anymore .. what bug is that ?
 

louis_9300

New Member
Reaction score
3
Never heard of anything like this.. I'm guessing there is some triggering bug or map corruption.

haha i played lots of games but nth like this happen too,but it happens on my map -.-
maybe i will bump this thread every 24hrs, will wait for a professional techician to help me...
 

cleeezzz

The Undead Ranger.
Reaction score
268
something like that would only happen from a faulty trigger. (i assume) post any triggers related to upgrading?
 

louis_9300

New Member
Reaction score
3
something like that would only happen from a faulty trigger. (i assume) post any triggers related to upgrading?

i do not have any triggers related to Tower A and Tower B but i have triggers to transform the tower into an item(and it is working well)... does other triggers cause this probm?

Code:
Trigger Casting Unit VD
    Events
        Unit - A unit Begins casting an ability
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Ability being cast) Equal to Packup [VD]
            Then - Actions
                Unit - Remove (Casting unit) from the game
                Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Items\ResourceItems\ResourceEffectTarget.mdl
                Item - Create Virus Deleter at (Position of (Casting unit))
            Else - Actions
                Do nothing


and this

Code:
Tower 1
    Events
        Unit - A unit Acquires an item
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Hero manipulating item)) Equal to FIRE
                (Unit-type of (Hero manipulating item)) Equal to ICE       
                (Unit-type of (Hero manipulating item)) Equal to WIND
                (Unit-type of (Hero manipulating item)) Equal to COLD     

    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                And - All (Conditions) are true
                    Conditions
                        (Item-type of (Item being manipulated)) Equal to VD
            Then - Actions
                Item - Remove (Item being manipulated)
                Item - Create VD at (Position of (Hero manipulating item))
            Else - Actions
                Do nothing

VD=A tower name
FIRE,ICE,WIND,COLD=A sample of a hero's name
 

TooSlowFcker

New Member
Reaction score
10
why did you put the conditions under event
then make action with
if all the conditions are true and stuff
 

louis_9300

New Member
Reaction score
3
why did you put the conditions under event
then make action with
if all the conditions are true and stuff

i got this trigger frm another helper and it works,but i duno if this trigger is a fault trigger tat cause the upgrading prbm stated in tis thread...
 

LightChaosma

New Member
Reaction score
60
that triggers seem wierd...

first you create an item on the location of the tower. and as soon as a hero picks up that item, you remove it and recreate it, why not force the hero to drop it?

Code:
Hero - Drop (Item being manipulated) from (Triggering unit)

you also might wanna change
Code:
Trigger Casting Unit VD
    Events
        Unit - A unit Begins casting an ability
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Ability being cast) Equal to Packup [VD]
            Then - Actions
                Unit - Remove (Casting unit) from the game
                Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Items\ResourceItems\ResourceEffectTarget.mdl
                Item - Create Virus Deleter at (Position of (Casting unit))
            Else - Actions
                Do nothing

into
Code:
Trigger Casting Unit VD
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Packup [VD]
    Actions
        Unit - Remove (Casting unit) from the game
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Items\ResourceItems\ResourceEffectTarget.mdl
        Item - Create Virus Deleter at (Position of (Casting unit))
 

louis_9300

New Member
Reaction score
3
that triggers seem wierd...

first you create an item on the location of the tower. and as soon as a hero picks up that item, you remove it and recreate it, why not force the hero to drop it?

Code:
Hero - Drop (Item being manipulated) from (Triggering unit)

you also might wanna change
Code:
Trigger Casting Unit VD
    Events
        Unit - A unit Begins casting an ability
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Ability being cast) Equal to Packup [VD]
            Then - Actions
                Unit - Remove (Casting unit) from the game
                Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Items\ResourceItems\ResourceEffectTarget.mdl
                Item - Create Virus Deleter at (Position of (Casting unit))
            Else - Actions
                Do nothing

into
Code:
Trigger Casting Unit VD
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Packup [VD]
    Actions
        Unit - Remove (Casting unit) from the game
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Items\ResourceItems\ResourceEffectTarget.mdl
        Item - Create Virus Deleter at (Position of (Casting unit))

how do i force the hero to drop it?
 

louis_9300

New Member
Reaction score
3
Code:
Tower 1
    Events
        Unit - A unit Acquires an item
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Hero manipulating item)) Equal to |cff995500 A
                (Unit-type of (Hero manipulating item)) Equal to |cff995500 B
                (Unit-type of (Hero manipulating item)) Equal to |cff995500 C
                (Unit-type of (Hero manipulating item)) Equal to |cffff0000 D
                (Unit-type of (Hero manipulating item)) Equal to |cffff0000 E
    Actions
        Hero - Drop (Item being manipulated) from (Triggering unit)

correct?
 

Accname

2D-Graphics enthusiast
Reaction score
1,464
well we cannot help you with the information you gave us. i dont know any bug which could do something like this and if you say there aint triggers which could cause it i cannot tell you more then this:
upload your map and maybe we can help you or try to give us all information you can.
 

louis_9300

New Member
Reaction score
3
well we cannot help you with the information you gave us. i dont know any bug which could do something like this and if you say there aint triggers which could cause it i cannot tell you more then this:
upload your map and maybe we can help you or try to give us all information you can.

I dont know why it's like that,but its #4 said that maybe a fault trigger causes this probm ..
 
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