My partner and I are having some problems with some triggers actually quite a lot and it is making my partener soo annoyed that he wants to quit the project .
iknow i usually lurks around the forums not saying anything but could someone please help me?
this is how the bug goes: Whenever the unit aquires a item which changes the class of the hero it goes f*** here is trigger of that system
and this is when the unit drops the item
here comes the movement system(only forward and camlock)
this is the base movement moving and setting which way the unit will move.
and this is the move forward button click
and this is when the button is release
Could someone please help me?
And i know it is a lot of triggers.
iknow i usually lurks around the forums not saying anything but could someone please help me?
this is how the bug goes: Whenever the unit aquires a item which changes the class of the hero it goes f*** here is trigger of that system
Trigger:
- ArmorSet2 Wear
- Events
- Unit - A unit Acquires an item
- Conditions
- (Item-type of (Item being manipulated)) Equal to |c00006FDDBeast Master's Leather Armor|r
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to |c00006FDDBeast Master's Leather Armor|r
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to |c00006FDDBeast Master's Leather Armor|r
- (Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to |c00006FDDBeast Master's Leather Armor|r
- (Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to |c00006FDDBeast Master's Leather Armor|r
- (Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to |c00006FDDBeast Master's Leather Armor|r
- (Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to |c00006FDDBeast Master's Leather Armor|r
- Conditions
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit - Add ArmorSet2 Wear to (Hero manipulating item)
- Unit - Order (Hero manipulating item) to Night Elf Druid Of The Talon - Storm Crow Form
- Wait 0.30 seconds
- Unit - Remove ArmorSet2 Wear from (Hero manipulating item)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
and this is when the unit drops the item
Trigger:
- ArmorSet1 Remove
- Events
- Unit - A unit Loses an item
- Unit - A unit Pawns an item (to shop)
- Conditions
- (Item-type of (Item being manipulated)) Equal to |c0000B300Grunt Armor|r
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to |c00006FDDBeast Master's Leather Armor|r
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to |c00006FDDBeast Master's Leather Armor|r
- (Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to |c00006FDDBeast Master's Leather Armor|r
- (Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to |c00006FDDBeast Master's Leather Armor|r
- (Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to |c00006FDDBeast Master's Leather Armor|r
- (Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to |c00006FDDBeast Master's Leather Armor|r
- Conditions
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit - Order (Hero manipulating item) to Night Elf Druid Of The Talon - Storm Crow Form
- Unit - Add ArmorSet1 Wear to (Hero manipulating item)
- Wait 0.30 seconds
- Unit - Remove ArmorSet1 Wear from (Hero manipulating item)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
here comes the movement system(only forward and camlock)
Trigger:
- Set Camera
- Events
- Player - Player 1 (Red) Selects a unit
- Player - Player 2 (Blue) Selects a unit
- Player - Player 3 (Teal) Selects a unit
- Conditions
- (Owner of (Triggering unit)) Equal to (Triggering player)
- Actions
- Set ZUnit[(Player number of (Triggering player))] = (Triggering unit)
- Events
this is the base movement moving and setting which way the unit will move.
Trigger:
- Movement
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- For each (Integer A) from 1 to 3, do (Actions)
- Loop - Actions
- Set Pan_Position[(Player number of (Owner of ZUnit[(Integer A)]))] = (Position of ZUnit[(Integer A)])
- Custom script: set udg_LocZ_Camera[GetForLoopIndexA()]=GetLocationZ(udg_Pan_Position[GetForLoopIndexA()])
- Custom script: call SetCameraZ(GetOwningPlayer(udg_ZUnit[GetForLoopIndexA()]), udg_LocZ_Camera[GetForLoopIndexA()]+100)
- Camera - Lock camera target for (Owner of ZUnit[(Integer A)]) to ZUnit[(Integer A)], offset by (0.00, 0.00) using Default rotation
- Camera - Set (Owner of ZUnit[(Integer A)])'s camera Distance to target to 1050.00 over 0.10 seconds
- Camera - Set (Owner of ZUnit[(Integer A)])'s camera Angle of attack to 320.00 over 0.10 seconds
- Camera - Set (Owner of ZUnit[(Integer A)])'s camera Rotation to (Facing of ZUnit[(Integer A)]) over 0.30 seconds
- Custom script: call RemoveLocation(udg_Pan_Position[bj_forLoopAIndex])
- -------- Forward --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Z_Forward[(Integer A)] Equal to True
- Z_Left[(Integer A)] Equal to False
- Z_Right[(Integer A)] Equal to False
- Then - Actions
- Set ZPoint[(Integer A)] = (Position of ZUnit[(Integer A)])
- Set ZPoint2[(Integer A)] = ((Position of ZUnit[(Integer A)]) offset by 20.00 towards (Facing of ZUnit[(Integer A)]) degrees)
- Unit - Order ZUnit[(Integer A)] to Move To ZPoint2[(Integer A)]
- Custom script: call RemoveLocation(udg_ZPoint[bj_forLoopAIndex])
- Custom script: call RemoveLocation(udg_ZPoint2[bj_forLoopAIndex])
- Else - Actions
- If - Conditions
- -------- Forward and Left --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Z_Forward[(Integer A)] Equal to True
- Z_Left[(Integer A)] Equal to True
- Z_Right[(Integer A)] Equal to False
- Then - Actions
- Set ZPoint[(Integer A)] = (Position of ZUnit[(Integer A)])
- -------- Set the speed of turning point. Default is 15 --------
- Set ZPoint2[(Integer A)] = ((Position of ZUnit[(Integer A)]) offset by 20.00 towards ((Facing of ZUnit[(Integer A)]) + 15.00) degrees)
- Unit - Order ZUnit[(Integer A)] to Move To ZPoint2[(Integer A)]
- Custom script: call RemoveLocation(udg_ZPoint[bj_forLoopAIndex])
- Custom script: call RemoveLocation(udg_ZPoint2[bj_forLoopAIndex])
- Else - Actions
- If - Conditions
- -------- Forward and Right --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Z_Forward[(Integer A)] Equal to True
- Z_Left[(Integer A)] Equal to False
- Z_Right[(Integer A)] Equal to True
- Then - Actions
- Set ZPoint[(Integer A)] = (Position of ZUnit[(Integer A)])
- -------- Set the speed of turning point. Default is 15 --------
- Set ZPoint2[(Integer A)] = ((Position of ZUnit[(Integer A)]) offset by 20.00 towards ((Facing of ZUnit[(Integer A)]) - 15.00) degrees)
- Unit - Order ZUnit[(Integer A)] to Move To ZPoint2[(Integer A)]
- Custom script: call RemoveLocation(udg_ZPoint[bj_forLoopAIndex])
- Custom script: call RemoveLocation(udg_ZPoint2[bj_forLoopAIndex])
- Else - Actions
- If - Conditions
- -------- Left --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Z_Forward[(Integer A)] Equal to False
- Z_Left[(Integer A)] Equal to True
- Z_Right[(Integer A)] Equal to False
- Then - Actions
- -------- Set the speed of turning point. Default is 15 --------
- Set ZAngle[(Integer A)] = ((Facing of ZUnit[(Integer A)]) + 15.00)
- Unit - Make ZUnit[(Integer A)] face ZAngle[(Integer A)] over 0.00 seconds
- Else - Actions
- If - Conditions
- -------- Right --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Z_Forward[(Integer A)] Equal to False
- Z_Left[(Integer A)] Equal to False
- Z_Right[(Integer A)] Equal to True
- Then - Actions
- -------- Set the speed of turning point. Default is 15 --------
- Set ZAngle[(Integer A)] = ((Facing of ZUnit[(Integer A)]) - 15.00)
- Unit - Make ZUnit[(Integer A)] face ZAngle[(Integer A)] over 0.00 seconds
- Else - Actions
- If - Conditions
- Loop - Actions
- For each (Integer A) from 1 to 3, do (Actions)
- Events
and this is the move forward button click
Trigger:
- Forward Press
- Events
- Player - Player 1 (Red) Presses the Up Arrow key
- Player - Player 2 (Blue) Presses the Up Arrow key
- Player - Player 3 (Teal) Presses the Up Arrow key
- Conditions
- Actions
- Set Z_Forward[(Player number of (Triggering player))] = True
- Events
and this is when the button is release
Trigger:
- Forward Release
- Events
- Player - Player 1 (Red) Releases the Up Arrow key
- Player - Player 2 (Blue) Releases the Up Arrow key
- Player - Player 3 (Teal) Releases the Up Arrow key
- Conditions
- Actions
- Set Z_Forward[(Player number of (Triggering player))] = False
- Set ZPoint[(Player number of (Triggering player))] = (Position of ZUnit[(Player number of (Triggering player))])
- Unit - Move ZUnit[(Player number of (Triggering player))] instantly to ZPoint[(Player number of (Triggering player))]
- Custom script: call RemoveLocation(udg_ZPoint[GetPlayerId(GetTriggerPlayer())+1])
- Events
Could someone please help me?
And i know it is a lot of triggers.