Discussion Cannot convert integer to unit...

xAnaMorphine

Active Member
Reaction score
43
Well. Throw all that code away. Now just create a trigger which fires when a hero of the specific type is entering the map. then create the inventory for this unit (= GetTriggerUnit() )

So my good likes like this now...

Edit: Wtf I was just writing? * So my trigger looks like this right now...

Trigger:
  • Hero Selection
    • Events
      • Unit - A unit enters Hero Selection <gen>
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Entering unit) is A Hero) Equal to True
          • (Unit-type of (Entering unit)) Equal to ALPHA
    • Actions
      • Unit - Move (Entering unit) instantly to (Center of Leaf Town <gen>)
      • Set TEMP_Point = (Position of (Entering unit))
      • Camera - Pan camera for (Owner of (Entering unit)) to TEMP_Point over 0.00 seconds
      • Custom script: call RemoveLocation (udg_TEMP_Point)
      • Selection - Select (Entering unit) for (Owner of (Entering unit))
      • Unit Group - Pick every unit in (Units in Hero Selection <gen> owned by (Owner of (Entering unit))) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
 

xAnaMorphine

Active Member
Reaction score
43
add
JASS:

call Inventory.create(GetTriggerUnit(), "Paladins", "Heavy Armors, Leather Armors, Cloth Armors, Shields")

to the actions

JASS:
function Trig_Hero_Selection_Copy_3_Conditions takes nothing returns boolean
    if ( not ( IsUnitType(GetEnteringUnit(), UNIT_TYPE_HERO) == true ) ) then
        return false
    endif
    return true
endfunction

function Trig_Hero_Selection_Copy_3_Func007A takes nothing returns nothing
    call RemoveUnit( GetEnumUnit() )
endfunction

function Trig_Hero_Selection_Copy_3_Func008C takes nothing returns boolean
    if ( not ( GetUnitTypeId(GetEnteringUnit()) == 'H000' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Hero_Selection_Copy_3_Actions takes nothing returns nothing
    call SetUnitPositionLoc( GetEnteringUnit(), GetRectCenter(gg_rct_Leaf_Town) )
    set udg_TEMP_Point = GetUnitLoc(GetEnteringUnit())
    call PanCameraToTimedLocForPlayer( GetOwningPlayer(GetEnteringUnit()), udg_TEMP_Point, 0 )
    call RemoveLocation (udg_TEMP_Point)
    call SelectUnitForPlayerSingle( GetEnteringUnit(), GetOwningPlayer(GetEnteringUnit()) )
    call ForGroupBJ( GetUnitsInRectOfPlayer(gg_rct_Hero_Selection, GetOwningPlayer(GetEnteringUnit())), function Trig_Hero_Selection_Copy_3_Func007A )
    if ( Trig_Hero_Selection_Copy_3_Func008C() ) then
        call Inventory.create(GetTriggerUnit(), "Adventurer", "Heavy Armors, Leather Armors, Cloth Armors, Shields")
    else
    endif
endfunction

//===========================================================================
function InitTrig_Hero_Selection_Copy_3 takes nothing returns nothing
    set gg_trg_Hero_Selection_Copy_3 = CreateTrigger(  )
    call TriggerRegisterEnterRectSimple( gg_trg_Hero_Selection_Copy_3, gg_rct_Hero_Selection )
    call TriggerAddCondition( gg_trg_Hero_Selection_Copy_3, Condition( function Trig_Hero_Selection_Copy_3_Conditions ) )
    call TriggerAddAction( gg_trg_Hero_Selection_Copy_3, function Trig_Hero_Selection_Copy_3_Actions )
endfunction


Okay got that...

But when I use "Get Entering Unit" it will apply the same "Vorraussetzungen" to every random hero. Got any thoughts on that one? I really am a Volltrottel.
 

Trollvottel

never aging title
Reaction score
262
1. you could've just added this with a custom script
2. i don't really understand your problem now. actually you have a check which hero types get which inventory, don't you?
 

xAnaMorphine

Active Member
Reaction score
43
1. you could've just added this with a custom script
2. i don't really understand your problem now. actually you have a check which hero types get which inventory, don't you?

Using IF/THEN/ELSE in GUI and checking what unit entered and giving specific unit with the custom script function the inventory?

And in the else part you fill in the next unit or what?

It does work for now with this GUI.

Trigger:
  • Hero Selection
    • Events
      • Unit - A unit enters Hero Selection <gen>
    • Conditions
      • ((Entering unit) is A Hero) Equal to True
    • Actions
      • Unit - Move (Entering unit) instantly to (Center of Leaf Town <gen>)
      • Set TEMP_Point = (Position of (Entering unit))
      • Camera - Pan camera for (Owner of (Entering unit)) to TEMP_Point over 0.00 seconds
      • Custom script: call RemoveLocation (udg_TEMP_Point)
      • Selection - Select (Entering unit) for (Owner of (Entering unit))
      • Unit Group - Pick every unit in (Units in Hero Selection <gen> owned by (Owner of (Entering unit))) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Entering unit)) Equal to ALPHA
        • Then - Actions
          • Custom script: call Inventory.create(GetTriggerUnit(), "Adventurer", "Heavy Armors, Leather Armors, Cloth Armors, Shields")
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Entering unit)) Equal to BETA
            • Then - Actions
              • Custom script: call Inventory.create(GetTriggerUnit(), "Tester", "Heavy Armors, Leather Armors, Cloth Armors, Shields")
            • Else - Actions
 
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