A problem with 2 triggers.

T

Truedagger

Guest
I have 2 triggers, that I've created to manage the spawning of the creeps in my game (enfos based) and to track the kills of the heros. I don't know why but instead of adding 1 to the killcount adds two every time the hero kills a unit.

trigger 1
event
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Dying unit) = Creeps[1]
(Dying unit) =Creeps2[1]
(Dying unit) = Creeps3[1]
(Dying unit) = creeps4[1]
(Dying unit) = Creeps[2]
(Dying unit) = Creeps2[2]
(Dying unit) = Creeps3[2]
(Dying unit) = creeps4[2]
(Dying unit) = Creeps[3]
(Dying unit) = Creeps2[3]
(Dying unit) = Creeps3[3]
(Dying unit) = creeps4[3]
Actions
Player Group - Pick every player in (All players) and do (If ((Owner of (Killing unit)) = Player 1 (red)) then do (Set deads1 = (deads1 + 1)) else do (Do nothing))
Leader Board - Change the value for Player1 (red) in (Last created leaderboard) to deads1

What is the problem with this trigger?

Spawning
Events
Time - Every 12.00 seconds of game time
Conditions
cont less or equal to 4
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If: Conditions
cont same as 1
Then: Actions
For each (Integer A) from 1 to 3, do (Actions)
loop: Actions
Unit - Create 1 Level 0 for player 12 (brown) at (Center of Region 000 <gen>) facing 270.00 degrees
Set Creeps[(Integer A)] = (Last created unit)
else: Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
if: Conditions
cont same as 2
then: Actions
For each (Integer A) from 1 to 3, do (Actions)
loop: Actions
Unit - Create 1 Level 0 for Player 12 (brow) at (Center of Region 000 <gen>) facing 270.00 degrees
Set Creeps2[(Integer A)] = (Last created unit)
else: Acciones
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
if: Conditions
cont same as 3
Then: Acciones
For each (Integer A) from 1 to 3, do (Actions)
loop: Actions
Unit- Create 1 Level 0 for player 12 (brown) at (Center of Region 000 <gen>) facing 270.00 degrees
Set Creeps3[(Integer A)] = (Last created unit)
else: Acciones
For each (Integer A) from 1 to 3, do (Actions)
loop: Actions
Unit - Create 1 Level 0 for JPlayer 12 (brown) at (Center of Region 000 <gen>) facing 270.00 degrees
Set creeps4[(Integer A)] = (Last created unit)
Set cont = (cont + 1)

With these 2 triggers what i want to do is to spawn 4 groups of 3 creeps every 12 seconds, the store each one of them in 4 different arrays and every time a hero kills one of this creeps add 1 to the killcounter, but i dont know why it adss 2 instead of 1. What have i done wrong?

(Sorry for the mess). :)

Thank you.
 
Truedagger said:
Player Group - Pick every player in (All players) and do (If ((Owner of (Killing unit)) = Player 1 (red)) then do (Set deads1 = (deads1 + 1)) else do (Do nothing))

Change that to this:

Code:
If ((Owner of (Killing unit)) = Player 1 (red)) then do (Set deads1 = (deads1 + 1)) else do (Do nothing)

AS it looks now you are adding 1 to deads1 for each player in game




Also I have some tips:

1. insted of unit arrays use unit groups to store the spawns. Makes the triggers less complicated and more readable.

2. Do you have one deadsNUMBER for each player? Why dont use an array since it looks that you know how the work?
Code:
Set deads[(Player number of (Owner of (Killing unit)))] = (deads[(Player number of (Owner of (Killing unit)))] + 1)
 
Thanks a lot, that was what I thougt. Ok, and lets see, how does the unit group work? It is similar to a double array (a double dimension array)

(another thing im crwating this map to learn to use properly the editor, i didnt create that array cause I was the only one who will use it :))
 
An Unit Group is not like a 2d Unit array but I an Unit Group array is somewhat simular to a Unit 2d array. (Not saying that it is the same thing, there is big difference)

In a unit group you stores groups of units without any index. So insted if using 3 index of a 3 unit arrays you may use one unit group. But I have no idea on what you are doing with the arrays you have now so a unit group may be inefficent (spelling?).

A trigger using a unit group may look like this
(UnitGroup is a unit group varaible...)


Code:
trigger 1
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) is in UnitGroup) Equal to True
    Actions
        Set deads[(Player number of (Owner of (Killing unit)))] = (deads[(Player number of (Owner of (Killing unit)))] + 1)
        Unit Group - Remove (Dying unit) from UnitGroup

Code:
Spawning
    Events
        Time - Every 12.00 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                count Less than 5
            Then - Actions
                Unit - Create 3 Footman for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
                Unit Group - Add all units of (Last created unit group) to UnitGroup
            Else - Actions
                Trigger - Turn off (This trigger)
        Set count = (count + 1)

And as i said this may not be a good way for u and you have not to use this way, your worked good exept the +2 issue ^^
 
Thanks phyrex1an i started yesterday working with the world editor, and im trying to do an hybrid between enfos team survival and a tower defense.

I think that i have understand, unit group is that exactly a group of units :) you add to that group units and remove them, but can you acces them separatelly whenever you want? And how do you compare? What i was trying to do is simple, whenever a creep dies i wanted to check which hero has killed it and then add 1 to the killcount to that hero. Well you have helped me very much, thank you for that.

Another thing phyrex1an where are you from? (dont worry for your spelling im not english either :))
 
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