building stops at 100%, but not complete

zzyzxroad

TH.net Regular
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I feel pretty dumb asking this, as I know I had this problem years ago. I just cant find the answer for it.

The building shows as 100 percent, but its actually not built, and all that is showing is the ground underneath.

This trigger worked fine up until today when I was doing other non-related triggers:


Unit - Set (Triggering unit) construction progress to 100%
 

zzyzxroad

TH.net Regular
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No. I havn't touched any units.

But is it possible to have changed him thru triggers? Can I use a trigger to make sure he stays as the type he is supposed to be?
 

SouLEDGE

Damn you advanced calculus
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75
What happens if you take a worker and right click on the building?
 

zzyzxroad

TH.net Regular
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1
It can be clicked. I can use the mouse to make a "rectangle" around the building to highlight it. Then I get a quick sound as if it's being built, but sits at 100%
 

SouLEDGE

Damn you advanced calculus
Reaction score
75
I mean if you take a worker and right click on the building like you're going to repair it.
 

zzyzxroad

TH.net Regular
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1
Yeah I know. The worker can't do anything to it since the building is not there, only the ground of the building
 

SouLEDGE

Damn you advanced calculus
Reaction score
75
Hmm, that tells me it's as if you picked a worker, and told it to build a building but
the worker didn't get to the build site and could therefore not start building said building.

Can't you just set the build time for this unit to 0?
 

zzyzxroad

TH.net Regular
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1
So I decided to start of at the last map saved before adding the extra triggers, and the game works fine. As soon as I add these triggers, the building wontt build:

Code:
Test these towers
    Events
        Unit - A unit Finishes training a unit
    Conditions
        (Unit-type of (Trained unit)) Equal to XXXXXXXX
    Actions
        For each (Integer A) from 1 to 11, do (Actions)
            Loop - Actions
                Set A_towersInt[(Integer A)] = (Random integer number between 1 and 8)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Or - Any (Conditions) are true
                    Conditions
                        A_towersInt[1] Equal to A_towersInt[2]
                        A_towersInt[1] Equal to A_towersInt[3]
                        A_towersInt[1] Equal to A_towersInt[4]
                        A_towersInt[1] Equal to A_towersInt[5]
                        A_towersInt[1] Equal to A_towersInt[6]
                        A_towersInt[1] Equal to A_towersInt[7]
                        A_towersInt[1] Equal to A_towersInt[8]
                        A_towersInt[1] Equal to A_towersInt[9]
            Then - Actions
                Set A_towersInt[1] = (Random integer number between 1 and 7)
                Player - Make A_tower[A_towersInt[1]] Available for training/construction by (Owner of (Trained unit))
            Else - Actions
                Player - Make A_tower[A_towersInt[1]] Available for training/construction by (Owner of (Trained unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Or - Any (Conditions) are true
                    Conditions
                        A_towersInt[2] Equal to A_towersInt[2]
                        A_towersInt[2] Equal to A_towersInt[3]
                        A_towersInt[2] Equal to A_towersInt[4]
                        A_towersInt[2] Equal to A_towersInt[5]
                        A_towersInt[2] Equal to A_towersInt[6]
                        A_towersInt[2] Equal to A_towersInt[7]
                        A_towersInt[2] Equal to A_towersInt[8]
                        A_towersInt[2] Equal to A_towersInt[9]
            Then - Actions
                Set A_towersInt[2] = (Random integer number between 1 and 7)
                Player - Make A_tower[A_towersInt[2]] Available for training/construction by (Owner of (Trained unit))
            Else - Actions
                Player - Make A_tower[A_towersInt[2]] Available for training/construction by (Owner of (Trained unit))

and this:
Code:
Garage Sale
    Events
        Unit - A unit Finishes training a unit
    Conditions
        (Unit-type of (Trained unit)) Equal to XXXXXXXX
    Actions
        Set A_tower[1] = hvrvhr
        Set A_tower[2] = sthdzjvx
        Set A_tower[3] = xssrexc
        Set A_tower[4] = hmiojbc
        Set A_tower[5] = ffcdfhv
        Set A_tower[6] = uoidtfsrse
        Set A_tower[7] = dtu
        Set A_tower[8] = dgzjfhdgc
        Set A_tower[9] = ydcdghg

THE only thing that is changed and where the builder of this unbuildable tower is mentioned, is the XXXXXXXX. I will try to reformulate the trigger to mabe excecute when the building is built.

Any other thoughts are still appreciated.
 

SouLEDGE

Damn you advanced calculus
Reaction score
75
At the first glance, do you have other tiggers using For each Integer A? If they run simultaneously they can overwrite the value for A.

Trigger:
  • Then - Actions
    • Set A_towersInt[1] = (Random integer number between 1 and 7)
    • Player - Make A_tower[A_towersInt[1]] Available for training/construction by (Owner of (Trained unit))
    • Else - Actions
    • Player - Make A_tower[A_towersInt[1]] Available for training/construction by (Owner of (Trained unit))
For your first If/else statement you have the same actions in the Then and Else therefore you can put it outside of the If/Then/Else

Second If/Else you've got this condition:
Trigger:
  • A_towersInt[2] Equal to A_towersInt[2]
which should always return true
 

Dameon

"All the power in the world resides in the eyes"
Reaction score
127
2 triggers wont run at once unless there is a wait.
 

zzyzxroad

TH.net Regular
Reaction score
1
Hi guys.

so Interger A is actually the RACE. So instead of making 15 triggers for 15 races, I use Interger A to condense 15 triggers to 1. This trigger has worked flawlessly until this week.

I will also try putting the action without the if, ands, or buts. :D

@Daemon, will also make sure I don't have conflicting triggers as you mentioned.
 

Dameon

"All the power in the world resides in the eyes"
Reaction score
127
It was actually soul that mentioned the conflicting triggers, I just added in the only way they could conflict.
Ps is you use a FEIA from 1 to 2 and a FEIB from 2 to 9 you can shorten your trigger even more.
 

zzyzxroad

TH.net Regular
Reaction score
1
I havn't had much time to play with it, but the time I've had hasn't been successful. I think I will make sure my triggers shown above work before trying to inject them into my existing map. Maybe if they work properly, they will also allow the rest of the map to work.

Will let you know how it goes.
 
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