Tutorial Avoiding Triggering Unit

WorldEditor

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NEW: Updated. July 13 104am eastern time.

Look at the first event.
Then look at the first action.

Second event.
Then look at the second action.

Etc....


Code:
Proper Event Response
    Events
        Unit - A unit Dies
        Unit - A unit Decays
        Unit - A unit Changes owner
        Unit - A unit Gains a level
        Unit - A unit Learns a skill
        Unit - A unit Becomes revivable
        Unit - A unit Uses an item
        Unit - A unit Acquires an item
        Unit - A unit Loses an item
        Unit - A unit Sells a unit
        Unit - A unit Sells an item (from shop)
        Unit - A unit Pawns an item (to shop)
        Unit - A unit Is attacked
        Unit - A unit Is rescued
        Unit - A unit Spawns a summoned unit
        Unit - A unit Begins channeling an ability
        Unit - A unit Begins casting an ability
        Unit - A unit Stops casting an ability
        Unit - A unit Starts the effect of an ability
        Unit - A unit Finishes casting an ability
        Unit - A unit Is loaded into a transport
        Unit - A unit Begins training a unit
        Unit - A unit Cancels training a unit
        Unit - A unit Finishes training a unit
        Unit - A unit Begins construction
        Unit - A unit Cancels construction
        Unit - A unit Finishes construction
        Unit - A unit Begins reviving
        Unit - A unit Cancels reviving
        Unit - A unit Finishes reviving
        Unit - A unit Begins an upgrade
        Unit - A unit Cancels an upgrade
        Unit - A unit Finishes an upgrade
        Unit - A unit Begins research
        Unit - A unit Cancels research
        Unit - A unit Finishes research
        Unit - A unit Is issued an order targeting an object
        Unit - A unit Is issued an order targeting a point
        Unit - A unit Is issued an order with no target
    Conditions
    Actions
        Unit - Create 1 Footman for (Owner of (Dying unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Decaying unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Ownership-changed unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Leveling Hero)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Learning Hero)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Revivable Hero)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Hero manipulating item)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Hero manipulating item)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Hero manipulating item)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Selling unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Selling unit)) at (Center of (Playable map area)) facing Default building facing degrees
        -------- Unknown to me. --------
        Unit - Create 1 Footman for (Owner of (Attacking unit)) at (Center of (Playable map area)) facing Default building facing degrees
        -------- Attacked Unit and Attacking Unit here is both usable. --------
        Unit - Create 1 Footman for (Owner of (Attacked unit)) at (Center of (Playable map area)) facing Default building facing degrees
        -------- Unknown to me. --------
        Unit - Create 1 Footman for (Owner of (Summoned unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Casting unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Casting unit)) at (Center of (Playable map area)) facing Default building facing degrees
        -------- Unknown --------
        Unit - Create 1 Footman for (Owner of (Casting unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Loading unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Constructing structure)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Cancelled structure)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Constructed structure)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Constructing structure)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Cancelled structure)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Constructed structure)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Reviving Hero)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Reviving Hero)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Reviving Hero)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Researching unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Researching unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Researching unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Researching unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Researching unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Researching unit)) at (Center of (Playable map area)) facing Default building facing degrees
        Unit - Create 1 Footman for (Owner of (Target unit of issued order)) at (Center of (Playable map area)) facing Default building facing degrees
        -------- Unknown to me. --------
        -------- Unknown to me. --------
At the actions I commented, "Unknown to me.", those may work with triggering unit.

Lots of the actions work with triggering unit. But the whole purpose is to use the proper event-response.

Also you should use the same event-responses I have told you to use in your conditions. And if my reccomendations do not work use triggering unit. Or find the way that works.

P.S. Anyone who can help me fill out the unknowns please post.
 

Ghan

Administrator - Servers are fun
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One. This should be in the Tutorials, Spells, and Trigger Code section.
Two. No offense intended, but you're really wrong. A lot of those designations get lost in things like waits and loops, but Triggering Unit does not. Triggering Unit is always superior if it works. It is not always appropriate, but most times it is.
Three. This is pretty short for a tutorial.
Four. Now that I said how bad it is, :p I want to congratulate you for creating a tutorial in the first place. The effort you put into it can't be ignored. :D
 
F

FKNCrazy

Guest
The issue order events have to be triggering unit.
I have also heard that casting unit is buggy/evil and it is better to use triggering unit + triggering unit is there default so its just faster for GUI, i dont know why you would want to avoid triggering unit unless you have a unit cast event and you want something to happen to the target unit of ability being cast.
 

esb

Because none of us are as cruel as all of us.
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Maybe you should post the Pros and Cons of using Triggering Unit, and at what times it is good/bad to use Triggering Unit

but nice work you have put into it.
 

WorldEditor

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FKNCRAZY

&

Ghan

"And if my reccomendations do not work use triggering unit."

Also i still think that im right. most the times what i showed u there should work.

And if it doesnt. Not my fault blame blizzard. My tutorial could still be usefull for when/if blizzard updates WE.
 

Sim

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> NOTICE: PLEASE DO NOT USE ANY NUMBERS WHEN REPLYING TO THIS TOPIC. TYPE OUT THE NUMBERS. I.E. "ONE". ~Thankyou.

Why?

--------

Well, first of all (Triggering unit) is better than a good majority of the other event responses, so why would you want to "avoid" it?

Second, There are more events than responses because a few event responses refer to many events at once, such as (Casting unit) and (Target unit of ability being cast).

Third, The event-responses are pretty self-explanatory. You don't need to list them or anything; they're already listed and have descriptive names.

Therefore, the point of this tutorial is missing.

P.S. Also remember that tutorial submissions have their own section :) Thanks.
 

WorldEditor

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> NOTICE: PLEASE DO NOT USE ANY NUMBERS WHEN REPLYING TO THIS TOPIC. TYPE OUT THE NUMBERS. I.E. "ONE". ~Thankyou.

Why?

--------

Well, first of all (Triggering unit) is better than a good majority of the other event responses, so why would you want to "avoid" it?

Second, There are more events than responses because a few event responses refer to many events at once, such as (Casting unit) and (Target unit of ability being cast).

Third, The event-responses are pretty self-explanatory. You don't need to list them or anything; they're already listed and have descriptive names.

Therefore, the point of this tutorial is missing.

P.S. Also remember that tutorial submissions have their own section :) Thanks.


Someone told me a long time ago that u should avoid triggering unit. And I did. and I had much less problems.

Also if the event-responses do not work as good as triggering unit. like i said maybe blizzard willl fix that and then this tut will be very usefull.

Plus why are they there if most of them cant beat triggering unit?
 

esb

Because none of us are as cruel as all of us.
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Well then maybe you shouldn't say Avoid Triggering Unit without giving some facts.
Maybe you should change the name to "Event Responses" and give a more thourough explanation on when/why some work better than others.

Like Casting Ability or Starts the Effect of an Ability (I never got that...)
 

WorldEditor

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Well then maybe you shouldn't say Avoid Triggering Unit without giving some facts.
Maybe you should change the name to "Event Responses" and give a more thourough explanation on when/why some work better than others.

Like Casting Ability or Starts the Effect of an Ability (I never got that...)

u mean event: a unit starts casting an ability?
well thats a unit who just click the button to use it. or if the computer used the ability the computer that just used it. but right when they do it...

the effect of an ability: i dont konw myself. sounds like maybe when an aura is turned on. or when u use something like "AVATAR" that boosts ur damage. and i tihnk hp. so when that happens basicly..
 

Ghan

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> the effect of an ability

That's when the actual effects of an ability are started. Not the casting, the actual effects. It's generally preferred over Begins Casting an ability, because that can be cheated on trigger-enhanced spells by stopping the casting, but still having the effects happen.
 

Tinki3

Special Member
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>Someone told me a long time ago that u should avoid triggering unit

That someone must've been on some sort of drug.
Triggering unit should be used whenever possible; its faster, and, as already mentioned
in this thread, doesn't over-write itself in triggers with waits, unlike a number of the others.

>the point of this tutorial is missing

Not entirely, its quite good for a quick reference for begginers, but, I know where you're coming from Daxtreme.

>Maybe you should post the Pros and Cons of using Triggering Unit, and at what times it is good/bad to use Triggering Unit

Until then Daxtreme's point will stand strong.

No hard feelings WorldEditor, there's just a few things this tutorial needs added to it :)
 

Sim

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For example, (Attacking unit) is not equal to (Triggering unit), and that's why it exists.

As far as (Casting unit) goes... I don't know why they invented such useless event responses. Maybe just the descriptive names, for new users?

> Someone told me a long time ago that u should avoid triggering unit. And I did. and I had much less problems.

Pretty much the opposite happened to me, as many event responses get lost after a wait. (Triggering unit) doesn't.

The event responses which don't match (Triggering unit), such as (Attacking unit), could be why when you used the specific ones you got results.
 

PurgeandFire

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Yea, I think it is just a reference.

Maybe you should post the Pros and Cons of using Triggering Unit, and at what times it is good/bad to use Triggering Unit

but nice work you have put into it.

Triggering Unit doesn't have cons. If you use Bob666's Benchmark Map v.1.0 (I think) you can tell which thing is faster; though I never used it.

Also, triggering unit is more efficient, faster, and more. Casting unit etc. may be natives but Triggering Unit is still better, nothin' you can do about it. :D

Also, we can't blame Blizzard. They just added those. I guess we could blame them for that, but I think it was to actually help new members. I seriously doubt Blizzard will update WE and/or release a new patch. They barely focus on it. They do focus on some ladder stuff and tournies, but they don't focus on that game due to WoW, TBC, and SC2. :)
 
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