What is going on...

Kosire

New Member
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Trigger:
  • M16A4 Red
    • Events
      • Unit - A unit Sells an item (from shop)
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • assaultRifles[1] Equal to True
          • killsRed Greater than or equal to 3
          • (Owner of (Buying unit)) Equal to Player 1 (Red)
          • (Item-type of (Sold Item)) Equal to M16A4
        • Then - Actions
          • Unit - Add M16A4 to (Buying unit)
          • Item - Remove (Sold Item)
          • Unit - Move (Buying unit) instantly to (Random point in Perk 1 Region <gen>)
          • Camera - Pan camera for (Owner of (Buying unit)) to (Center of Perk 1 Region <gen>) over 0.45 seconds
        • Else - Actions
          • Item - Remove (Sold Item)


This works fine
But...

Trigger:
  • Red AR
    • Events
      • Unit - A unit Sells an item (from shop)
    • Conditions
      • (Item-type of (Sold Item)) Equal to M4A1
    • Actions
      • Game - Display to (All players) for 5.00 seconds the text: Boolean = True Comp...
      • Set assaultRifles[1] = True
      • Set lightMachineGuns[1] = False
      • Set sniperRifles[1] = False
      • Set subMachineGuns[1] = False


This doesn't trigger at all. The text display is just so I know if the actions trigger or not. and when I blatantly walk up and buy the "M4A1" item. this does not trigger.

I also tried changing just the 2nd trigger to "Unit aquires item" and "Item being Manipulated"
still nothing
 

Kosire

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Nope. Didn't work
Item being Manipulated is for Acquired/Loses/Uses Item, being Sold it specifically for sells.

I just don't get why its blatantly not working. Its a simple Event-Condition-Action.
 

hunterrravyn

TH.net Regular
Reaction score
19
Well, yer its a rather strange occurence...

Mabye, you could re-code it in a different "Trigger". That may help, my editor has had strange problems and that fixed some triggers.
 

Kosire

New Member
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I tried just making a new trigger from scratch in a different category that had simple
Unit sells item
Item-type = item
Action.
Didn't work.

But i even just realized that this works...
Trigger:
  • M4A1 Trigger
    • Events
      • Unit - A unit Sells an item (from shop)
    • Conditions
      • (Item-type of (Sold Item)) Equal to M4A1
    • Actions
      • Unit - Add M4A1 to (Buying unit)
      • Item - Remove (Sold Item)
      • Unit - Move (Buying unit) instantly to (Random point in Perk 1 Region <gen>)
      • Camera - Pan camera for (Owner of (Buying unit)) to (Center of Perk 1 Region <gen>) over 0.45 seconds


That's working... and even if I disable that trigger. my trigger that sets the boolean variables will not work.
 

canons200

New Member
Reaction score
50
funny, are you telling that the trigger posted as post 1 (Red AR) is not working? even the game display message is not showing?

i think the only possible is that you put the wrong item for the seller.
 

Kosire

New Member
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funny, are you telling that the trigger posted as post 1 (Red AR) is not working? even the game display message is not showing?

i think the only possible is that you put the wrong item for the seller.

I took the triggers from my triggers in WE.
Red Ar's Actions are not triggering, because the message does not display. I tried making a trigger from scratch in a different trigger category using the same Event/Condition Red AR is using. and it would not trigger either. The M4A1 Trigger i posted does work.. and it also has the EXACT same event/condition. I'm confused.
 

canons200

New Member
Reaction score
50
I took the triggers from my triggers in WE.
Red Ar's Actions are not triggering, because the message does not display. I tried making a trigger from scratch in a different trigger category using the same Event/Condition Red AR is using. and it would not trigger either. The M4A1 Trigger i posted does work.. and it also has the EXACT same event/condition. I'm confused.

ok, now, try delete the old Red AR, make new Red AR(no copy and paste), see the different
 

canons200

New Member
Reaction score
50
Yep, didn't work. Im using jassnewgen, some problem there?

then, do your seller have the ability shop purchase item and shop sharing?
EDIT
wait, are your "all player" destroyed?????

try to use other trigger to check your all player are destroyed or not. like run at event 3 seconds, game display to all player welcome to the game.
 

Kosire

New Member
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then, do your seller have the ability shop purchase item and shop sharing?
EDIT
wait, are your "all player" destroyed?????

try to use other trigger to check your all player are destroyed or not. like run at event 3 seconds, game display to all player welcome to the game.

I even took out the message and just put Victory. so when it does work ill know because red will win. and it still wont trigger.
 

Anteo

Active Member
Reaction score
3
As canons200 said, maybe you did this at some point :
Trigger:
  • Player Group - Remove all players from (All players)

and destroyed AllPlayers. Or maybe you did this :
Trigger:
  • Player Group - Remove Player 1 (Red) from (All players)

Chek if any of these is in your map script

--------------------
You can allways use this to show a Msg to all players
Trigger:
  • Custom script: call BJDebugMsg("Welcome")
 

canons200

New Member
Reaction score
50
i strongly believe your "All player" is destroyed, at such, you can't use "All player" anymore.

notice if you do something like this, it will also destroy all player
Trigger:
  • Set PG_AllPlayer = (All players)
    • Another the action~~~~
    • Custom script: call DestroyForce (udg_PG_AllPlayer)

that is, your "All player" is destoryed, i try that before so i know it

for now, you just need to know whether your "All player" is destroy or not. just add a trigger, add event every 3 second of time, game display to all player "welcome"

that is, if work, your all player don't have problem, some other problem cause it.
if NO work..............byebye to your map
 
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